1
vote
1answer
82 views

Gamma Space and Linear Space with Shader

I am using Unity and I can choose between two color space mode in the settings: Gamma or Linear Space. I am trying to build a Custom Lighting Surface shader but I am facing some problems with those ...
0
votes
2answers
175 views

How to mix pixel colors in Shader?

I have a pixel that have a colour RGB. This color is calculated by the shader and can be anything. How can I override this color by a colour I choose. If my pixel is white it's simple, I can do this: ...
9
votes
3answers
675 views

How can I create a glitter effect?

I am trying to create a glittering effect for my realtime shader but I don't know how. Here is one example, and another example. What technique can I use to implement this?
0
votes
3answers
357 views

Encode two integers into colour values and compare them in a HLSL shader

I am writing a 2D point and click adventure game in Monogame, and I'd like to be able to create an image mask for every room which defines which parts of the background a character can walk behind, ...
1
vote
1answer
203 views

How does HLSL handle clip(vector)?

My goal is to convert clip() to GLSL, version 1.5. I'm currently doing a basic: if (x < 0) discard; But if x is not a scalar, obviously I can't use the "<" operator. So I'm wanting to ...
3
votes
2answers
69 views

Local shape color blending

I am trying to implement this in Unity 4 Pro. But I am stuck in the blending part. I don't understand how you could blend multiples textures/colors using multiples volumes on an object. How could you ...
0
votes
1answer
75 views

Vertex and Fragment Shader worldNormal

How to access/calculate worldNormal in a Vertex and Fragment shader ? Thanks a lot !
2
votes
1answer
142 views

Shader Variable Types

I have a simple question. what are the meaning of : half4 myHalf; myHalf.yyyy; myHalf.xxzz; // or myHalf.yw Thanks a lot !
1
vote
1answer
216 views

Why does my blur shader implementation produce this strange result?

I tried to implement the blur shader shown here. Instead of having a simple 2D texture I use Unity's GrabPass function to capture what's behind the plane to have a transparent effect. Then I apply ...
6
votes
1answer
582 views

Do I need to rewrite my HLSL shaders when porting from XNA to MonoGame?

I'm looking at porting an XNA project I have to monogame, but I have a fair number of HLSL shaders. It seems that Monogame for PC uses OpenGL as the rendering backend, and I'd rather not have to ...
8
votes
1answer
533 views

2D Water top surface profile

I am trying to create the effect of the water surface thickness with a vertex-fragment shader. I am in a 3D game environment but It's a scroll view so a "2D" view. Here is a good tutorial of creating ...
0
votes
1answer
779 views

CG/CGFX to GLSL

So, I'm making the painful move from my beloved XNA to OpenTK, and I'm stuck: Since I've got a LOT of existing shaders written in HLSL, NVidia's CG compiler seems like a natural way to minimize the ...
8
votes
4answers
485 views

What types of effects or shaders would you teach in a rendering class? [closed]

I am looking for a list of topics that would be fun to learn and not too complicated to implement with a prototyping tool like FX Composer or Rendermonkey for an intermediate class of real-time ...
14
votes
6answers
3k views

Modern Shader Book?

I'm interested in learning about Shaders: What are they, when/for what would I use them, and how to use them. (Specifically I'm interested in Water and Bloom effects, but I know close to 0 about ...