Any shader wizards out there have an idea of how to achieve an oily/polluted water effect, similar to this: Ideally, the water would not be uniformly oily, but instead the oil could be generated ...
To be able to work efficiently with effects, is there a good way to combine multiple reusable "base" effects to achieve a more complex final result? For example, say I have an effect that handles ...
Visual example: I've been trying to understand multitexturing for a while now, I've created a terrain generator but have no need for height just yet and I still want one texture to blend over to ...
I created an effect and just want to use lightning but in default effect that XNA create we should do texture mapping or the model appears 'RED', because of this lines of code in the effect file: ...
I'm writing a cel-shading effect in HLSL and Direct3D 11, and I need to be able to flip the culling mode on the outline pass of the effect. I know you do this in XNA by setting CullMode to CW or CCW ...