A proprietary shading language developed by Microsoft for use with the Microsoft Direct3D API.

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16 views

XNA HLSL Shader Color Swapping based on lightness

I'm trying to achieve a similar effect to the image below in HLSL. [Ignore the inbetween state, currently I'm only trying to achieve the final phase, which is black and red] What I tried so far is ...
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11 views

HLSL DXGI_x_UNORM vs DXGI_x_UINT

I have a texture resource with a format of DXGI_x_UNORM I can then access the data in the HLSL using .sample or .load and it works exactly as expected. However if i simply change my format from ...
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1answer
28 views

HLSL SetVertexShader Texture2DArray Sample

I want to do some texture samples in the vertex shader, but it seems this cannot be done in the same was as when using the Pixel shader. The code is basically.. Texture2DArray gTexture; VS() { ...
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2answers
125 views

HLSL texture not reading from register S1

I made a simple post processing shader, that draws scanlines. This all works perfectly. I wanted to make it a bit more interesting by applying a shadowmask instead so I wanted to pass a texture to the ...
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20 views

HLSL topology mismatch question

I'm trying to write a fur shader with the shells & fins technique. Currently I receive this DirectX error D3D11 ERROR: ID3D11DeviceContext::DrawIndexed: The declared input primitive type in ...
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2answers
68 views

How can I use an HLSL pixel shader to peek at other pixels?

I think this is like a pixilation shader but I had a hard time trying to find one online, and one that I could manipulate specifically. I want to create a pixel shader for my monogame project that ...
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26 views

DirectX 11 - Problem with low resolution decals

I'm trying to add a decal system in my DirectX engine but i'm facing some problems with the quality of the textures projected. Every other no decal texture look fine, but these ones look really bad. ...
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27 views

Logical operations per component in GLSL

According to the OpenGL spec in GLSL, the logical operators: &&, || etc work between booleans, not vectors of booleans. So, what is the best way to perform the logical and/or per component in ...
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19 views

How to do an xBR or hqx filter in MonoGame?

I have been trying to implement an HD filter (xBR or HQX) in my MonoGame game project but so far got no success. I have checked out this question, but the shaders provided in the answers don't seem to ...
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45 views

Purple screen when using vertex shaders

Alright, so I've tried everything I can think of. I've put in over 10 hours into this crap, but nothing seems to work (tried multiple online tutorials as well). Always purple screen. Here is the ...
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1answer
55 views

About HLSL array packing policy

This is not a question but a confirmation if I'm correct about the behavior of HLSL arrays. I'm working with a standard lighting vertex shader, HLSL plus C++, DirectX11.1 API. For storing my lights ...
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186 views

Schlick Fresnel Shader

I hope you are all doing ok. I have an issue with my Fresnel shader that doesn't allow the Fresnel to change as my camera moves around. I'm not sure what i'm doing wrong. I'm using glsl with the ...
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1answer
39 views

Doubts with results of per-vertex lighting shader

I'm researching simple shaders to add to my DirectX 11 project such as a per-vertex diffuse shader plus specular reflection component. I'll begin with the results: Seems specular reflection is ...
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2answers
53 views

Shader models, when to use “ps_4_0_level_9_x” instead of “ps_4_0”

I've made a very simple post processing shader for my 2D game. It produces scanlines by dimming every other line. For this I use the position of the pixel on the screen. When using ps_4_0_level_9_3, ...
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0answers
31 views

HLSL Buffer<> Data Type

I'm working on converting a dx11 shader from a .fx file for use in Unity3D and I'm a little puzzled by the HLSL Buffer<> type declared in the shader. More specifically, what are these and how can I ...
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1answer
44 views

Iris-wipe shader not properly working

I'm working on creating an iris wipe transition, like the ones you see in old cartoons - a fully transparent circle closes on a certain point, leaving a full screen of a solid color. Additionally, the ...
6
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1answer
260 views

How to do Chromatic Aberration on a transparent background?

I have a problem with a chromatic aberration shader effect... If I produce the effect on a white background I get exactly what I want: But if I do the same effect on a transparent background I get ...
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1answer
53 views

Sampling in the Compute Shader not working

I'm trying to sample a image in the compute shader. My code is [numthreads(1, N, 1)] void VertBlurCS(int3 groupThreadID : SV_GroupThreadID, int3 dispatchThreadID : ...
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2answers
126 views

How do I build a 3D array result set from a compute shader in unity?

I took this right down to the absolute most basic scenario but for some reason I can't get anything back from the GPU when this completes, could someone explain what I am doing wrong ... Here's my ...
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52 views

Parallax Occlusion Mapping using Shared Sampler

I'm using the Unreal Engine 4. So here is some custom node code that is supposed to achieve POM: while (i<MaxSteps+2) { texatray=dot(HeightMapChannel, Tex.SampleGrad(TexSampler,UV+offset,InDDX,...
6
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1answer
188 views

How can I speed up this HLSL shader?

I have written a lighting shader file that is used as the fragment shader part of a deferred lighting pipeline. Unfortunately, each iteration seems to be adding 0.5ms to my frame time, so any more ...
3
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1answer
63 views

2D deferred lighting calculations not working

I have the following code for my HLSL pixel shader. Modified from another post here on GameDev (Link), but I have a few problems with it: // calculate UV and get texture and normal. float2 UV = Input....
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92 views

Monogame Vertex Shader Hassle

I'm currently creating a game in Monogame 3.4. I've written a relatively simple pixel shader in HLSL which works perfectly fine under Windows DX. When I use the same shader under Linux (OpenGL), ...
3
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1answer
73 views

Vertex normals in the geometry shader using directx

I'm in directx 11 with the geometry shader. Is is possible to calculate vertex normals? Just one like segment per vertex? In the geometry shader? I did vertex normals per face, this is what I got, ...
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1answer
73 views

Multitexturing depending on given variables?

Im having trouble with rendering multiple textures. Using XNA gamestudio: working with 3D meshes and texturing. Effect.fx HLSL I do have a map/level that loads from a heightmap. - This works I have ...
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1answer
79 views

Distance per mesh in HLSL directx

I'm subdividing a sphere so when distance gets greater, the sphere is subdivided less to save memory. The sphere changes to another sphere when the distance is 10. My problem is that only one ...
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2answers
60 views

Subdivision of a triangle in HLSL

How can I subdivide a triangle more than once. I can not use recursion as directx 11 hlsl will not allow it. Are there any links to a HLSL code. This has to be done in the geometry shader as my book ...
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1answer
75 views

Automapping of the noise texture onto 3D model

I want to apply kind of noise/dust texture to objects so it would look good, and make it without having UV mapping in models. This is because I want to have a possibility to apply this to any objects, ...
1
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1answer
91 views

HLSL pixel inside a view (cascaded shadowmapping)

I'm figuring out shadowmapping in HLSL (see also this question). I understand that I need projection matrices for each cascading shadowmap. I use this code to create the projections: Matrix ...
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1answer
36 views

XNA Texture2D Copy Error

I have a static class that I use to build a 3d character and render the results to a RenderTarget2D which I then return. I'd like to store the results for later use so I need to make a copy of the ...
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1answer
49 views

Pixel Shader from Visual Studio Graphics Diagnostics

i want to check my pixel shader variables in graphics diagnostics but unfortunately when i click start debugging in pixel history (mentioned below), a new tap will open and says source is not ...
3
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1answer
77 views

Issues with depth calculation in HLSL shader

I'm currently trying to implement shadow maps in my graphics framework. I ran into an issue with depth calculations I wasn't able to solve myself (yet). I did a lot of testing and debugging and think ...
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40 views

How do I set an array of matrices in HLSL?

I'm trying to render skinned meshes using Direct3D9 and HLSL. I am getting unexpected results due to the transforms that are bound to the shader. I am using PIX to view the constants and the values ...
2
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1answer
70 views

DX11 Losing Instance Buffer Data [closed]

I've got a function that basically creates different instance buffers into an array for me to use in my DrawIndexedInstanced call. But when I pass the vertex buffer and instance buffer through to my ...
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0answers
74 views

HLSL screen-space to world-space

I'm trying to use RenderDoc to understand how a DirectX11 game engine's vertex shader works, and ultimately recover the world-space positions of vertices. I have captured a frame using RenderDoc, and ...
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0answers
39 views

applying two Vertex shaders on two model with the same pixel shader

i want to apply two HLSL vertex shader on two different models but with the same pixel shader. what i've done is wrong but i didn't know how can I use both vertex shader with one pixel shader (and i ...
3
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0answers
43 views

Perspective division by zero yields unexpected results

Usually, this is how a shape in clip space is defined: [0.25, 0.25, 0.0, 1.0] [0.25, 0.75, 0.0, 1.0] [0.75, 0.75, 0.0, 1.0] [0.75, 0.25, 0.0, 1.0] After perspective division to NDC space the result ...
3
votes
1answer
111 views

How to write a custom shader in Unity 3D that lights up a specific pixel or group of pixel?

I'm making a FPS game in Unity, and I want the environment to light up as the player is shooting on his environment. The map would be entirely put in darkness at the beginning, but as the player ...
2
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2answers
126 views

Draw 3D ellipse in monogame/xna

I am programming a 3d solar system (simulator). To describe the path of a planet I wanted to add 3D rectangles.. and draw them. But this ; no surprise; decreased the frame rate extremly. Also it does ...
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vote
1answer
107 views

Shader and Texture Scrolling depending on Direction

I am trying to scroll a texture using its uv in Unity but I don't get the result I need. The aim is to have two components, the speed and the direction. I would like to define the direction in ...
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0answers
56 views

Textured trapezoid in Monogame DirectX

I'm working on a 2D game, so most of the graphics are sprites. However, some elements are drawn using trianglestrips in Orthographic projection. The thing is that I can't do a 3D projection because ...
1
vote
1answer
140 views

ID3D11Device::CreateInputLayout: Encoded Signature size doesn't match specified size

I get [ STATE_CREATION ERROR #161: CREATEINPUTLAYOUT_UNPARSEABLEINPUTSIGNATURE] with the following code: // Vertex data struct VertexData { XMFLOAT3 v; XMFLOAT2 vt; XMFLOAT3 vn; }; // ......
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0answers
65 views

Open Borders in Fluid / Smoke Simulation

I am trying to adopt a fluid / smoke simulation based of the source files of this video to my needs but came across a few problems when trying to make it open at the borders (flows into the void). ...
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1answer
108 views

View Matrix to Texture Matrix

I'm converting view coordinates to texture coordinates for both my shadow maps and Screen space reflections. I keep seeing this conversion in examples: var T = new Matrix { ...
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2answers
84 views

Shader value remap - Blend Falloff

I would like to know if there's a way to remap a value that goes from 0 to 1 constantly like this. Into those values (those are examples). This might be some function transformation but I can't ...
0
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1answer
84 views

How to determine vertex index using Shader Model 3 or lower?

I need something like SV_VertexId (added in Shader Model 4) in HLSL shader to determine which vertex is currently handled. Unfortunatelly, I can compile only vs_3_0 or lower. The objective is to ...
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42 views

HLSL Vector Addition - Getting Zeroes

I have the following line in HLSL: result.Color.xyz += nM * stepVal nM is a float3 and stepVal is a float. result.Color is a float4. When nM is {0.0, 0.0, 0.0} however I'm seeing odd behaviour. ...
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113 views

Screen Space Reflections

Screen space reflections seems very straight forward but for some reason I'm struggling with this. My GBuffer is in View space and depth is z/w. float3 ViewSpaceToScreenSpace(float3 viewSpace) { ...
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2answers
410 views

Textures rendering upside down and small with Pixel Shader in Mono Game but not XNA

I'm new to HLSL, attempting to use MonoGame to do some simple post processing effects. Here is my HLSL file, taken from one of rbwhitaker's xna tutorials (I would post the link, but can't post more ...
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1answer
57 views

D3D12 ConstantBuffer - Shader receives wrong values

im having trouble with one constantbuffer: struct CameraConstData { urd::Matrix projection; // 64 ( 16 floats) urd::Matrix view; // 64 ( 16 floats) urd::Vec3 viewPosition; // 12 ( 3 ...