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

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39
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1answer
4k views

How AAA games use this texture in the tone-mapping shader?

I found that Battlefield 3 as well as Saint's Row the Third use this texture in their final tone-mapping stage. Can anyone share a link to an article about how this texture is used? UPDATE: As ...
4
votes
2answers
337 views

Conditional Defines and HLSL

Is it possible to use project level conditional defines in hlsl code? I'm trying to conditionaly compile a shader using MonoGame Content Procesor. Depending on project type (ie. Windows, Windows8...) ...
1
vote
1answer
122 views

D3D11 shader signature validation with SV semantics

I'm trying to figure out what the rules are for linking the outputs of one shader stage to the inputs of the next. Since D3D11 does not have any error checking for linkage between shader stages, I ...
7
votes
1answer
360 views

HLSL - Voxel texturing

I'm currently trying to develop a Voxel Engine using Direct3D 9 and C++. To keep the memory usage low, i'm only passing the position, the orientation and the offset of the current voxels texture in ...
1
vote
2answers
133 views

Transform coordinates in vertex shader or in geometry shader?

Currently I have a vertex shader which just passes the coordinates to the geometry shader and a geometry shader which does some sort of tessellation. Now I also want to transform my model with a 4x4 ...
1
vote
1answer
117 views

HLSL 5.0 vector interpolation issues

I'm having issues with the depth components of my shadowmapping shaders. The shadow map rendering shader is fine, and works very well. The world rendering shader is more problematic. The only value ...
0
votes
1answer
144 views

How to fix this existing shadow shader/material with alpha textures?

I hope I could get some help here in finally resolving this problem of mine re: shadow casting with alpha textures. Here's a screenshot on what I am hoping for as a result: A friend of mine just ...
0
votes
1answer
223 views

What coordinates are we passing to pixel shader from vertex shader?

I have read articles about shader programing and understood the very basic knowledge of shader programing. One thing I always get confused is about the texture mapping. What I pass(output) from VS to ...
16
votes
2answers
4k views

Best way to mask 2D sprites in XNA?

I currently am trying to mask some sprites. Rather than explaining it in words, I've made up some example pictures: The area to mask (in white) Now, the red sprite that needs to be cropped. The ...
0
votes
0answers
74 views

DirectX9 Normal/Bump Mapping Weird Texturing Artifact

As you can see the artifact here is like a triangle of the mesh getting more light. The important part of my code is below. This is the vertex declaration. VertexElement[0].Stream = 0; ...
0
votes
1answer
117 views

HLSL tile shader

How would I make this HLSL code tile my texture: float4x4 World; float4x4 View; float4x4 Projection; float4x4 WorldInverseTranspose; float4 AmbientColor = float4(1, 1, 1, 1); float AmbientIntensity ...
1
vote
1answer
404 views

Tile textures on 3D models. HLSL shader code maybe?

I'm making a game in C# with XNA. I'm now applying textures to models. However if I change the scale of the model, the texture stretches with it. How can I make the texture tile over the model instead ...
0
votes
0answers
79 views

Pixel Shader : Backbuffer is 'Black'

After Fiddling around I am pretty sure this is not a Shader issue. Edit 4: The only diference I can see is that BasicEffect calls these methods before drawing: // Make sure that domain, hull and ...
8
votes
1answer
967 views

Tessellation vs Geometry Shader

Correct me if I'm wrong, but both the Geometry Shader and the Tessellation Shader jobs are to generate vertices in the Graphic Pipeline. What I would like to know is how they are different and when ...
0
votes
0answers
210 views

How can I mark a pixel in the stencil buffer?

I never used the stencil buffer for anything until now, but I want to change this. I have an idea of how it should work: the gpu discards or keeps rasterized pixels before the pixel shader based on ...
1
vote
1answer
229 views

How to make other semantics behave like SV_Position?

I'm having a lot of trouble with shadow mapping, and I believe I've found the problem. When passing vectors from the vertex shader to the pixel shader, does the hardware automatically change any of ...
1
vote
0answers
225 views

Sphere Texture Mapping shows visible seams

As you can see from the above picture there is a visible seam in the texture mapping. The underlying mesh is a geosphere based on octahedron subdivisions. On that particular latitude, vertices have ...
0
votes
2answers
162 views

Can't read .cso files but I can read their .hlsl versions?

Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after ...
0
votes
3answers
420 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, ...
2
votes
1answer
172 views

XNA 4.0 HLSL - strange depth map

I want to draw my pre-rendered depth map to the scene. I get my depth value in the following way: basically (Pixel Shader) // Depth is stored as distance from camera / far plane distance, 1-d for ...
4
votes
2answers
528 views

How can I use shaders to make a square have a waving effect?

I'm new to using shaders to do some fancy effects and I'm struggling with them. I'm using DirectX 11 and HLSL. I have this square in the middle of the screen: It's just a square that I've created ...
0
votes
0answers
367 views

Why do the order of struct members between vertex and pixel shader must be reversed?

This has been driving me crazy for the last two days but it is finally working, however I really don't see why the order of struct members should be reversed. Why do members of PS_INPUT must be ...
0
votes
0answers
168 views

Using custom functions in HLSL shaders generates extra insructions?

We use forward rendering so our main shader is pretty big (342 instructions). Recently I tried substituting every single custom function I call in the shader with the actual code from that function ...
3
votes
1answer
191 views

Creating a black light (ultraviolet) shader?

I am interested in the algorithm for color picking that would ideally allow to choose what color range will be highlighted and what color range will be faded. I can sort-of understand how to make it ...
0
votes
1answer
262 views

Can't read .cso files but I can read their .hlsl versions?

Well I've been trying to read a .cso file to use as a shader for a DirectX program I'm currently making. Problem is no matter how I implemented a way to read the file it never worked. And after ...
2
votes
1answer
99 views

XNA 4.0 - Strange edges with multilight shader

I am generating a light, a depth and a normalmap to calculate the lightning at each pixel with multiple lights. On both rendertargets, i set the preferredMultiSampleCount parameter to 16 samples ...
1
vote
1answer
294 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
187 views

InputAssembler and emtpy/incomplete buffers

I was wondering what the InputAssembler does if the size of the bound buffers does not match the vertex count of the Draw() call. I've seen the example at ...
0
votes
1answer
191 views

Generating shaders from fragments / HLSL Dynamic Linking in older shader models

In shader model 5 is a feature called dynamic linking which separates hlsl fragments by using interfaces and their methods implemented in classes. I don't have any experience with this technique, my ...
0
votes
1answer
873 views

Constant buffer content packing

I've read this: http://msdn.microsoft.com/en-us/library/windows/desktop/ff476898%28v=vs.85%29.aspx#Shader_Constant_Buffer but there's not much information in it. When creating a constant buffer do I ...
1
vote
1answer
690 views

how to modify shadow mapping in “3D Graphics with XNA Game Studio 4.0”? [closed]

So I've been following the tutorials from the book Sean James's "3D Graphics with XNA Game Studio 4.0", and have been doing fine until i reached the shadow mapping part. in this book it creates point ...
1
vote
0answers
62 views

Grid patter appear over bloom when resolution is lower than 1366x768 [closed]

The bloom post process in our engine is done via consecutive downscaling of the treshhold texture down to 1/64x1/64 of the main size. Every texture we use is R16G16B16A16 FP16. Afterwards, we ...
0
votes
1answer
187 views

Glow with forward rendering without two passes/MRT?

I am trying to implement controllable bloom. By controllable I mean bloom that can be requested even for non-bright pixels by adding the bloom value into a model's texture channel. To do this I need ...
2
votes
1answer
257 views

HLSL float4 addition returning all 0.0f vector, unexpected result

Edit: Added images at the bottom to show the current issue. I have the following few lines in my hlsl pixel shader where color and specular are both float4. color = color * textureColor; // Add ...
0
votes
1answer
533 views

Converting Projected Vertex Positions to Normalized Device Coordinates

I'm using directx 9 and vertex shaders to rasterize triangles...I have vertex shader input structs like this: struct VS_INPUT_Quad { float4 Position : POSITION; float2 UV : TEXCOORD0; }; and ...
1
vote
0answers
637 views

How do i define array in shader's constant buffer with C#?

I am using SharpDX to render 3D graphics and i cannot get to work constant buffer in my shader since it contains an array. Currently it looks like this: cbuffer cb0 : register(b0) { matrix ...
2
votes
1answer
121 views

Compare world space distance to shadow map depth

I am rendering shadow maps to cubemaps (just rendering raw depth buffer) then projecting them to the scene to do omni-directional shadow mapping. The cubemap is sampled by the light direction vector ...
2
votes
1answer
137 views

What's the difference between Textures and VertexTextures in XNA?

The GraphicsDevice class of XNA has the properties Textures and VertexTextures. What is the exact difference? I don't really understand what MSDN tells me about this. I usually use Effect parameters ...
0
votes
2answers
231 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: ...
1
vote
1answer
55 views

Proper Directional light on multiple models

I've been trying to implement a Directional light into an XNA game I'm working on, but for what ever reason, I cannot seem to get the directional light to be a true directional light. Instead, I am ...
1
vote
1answer
976 views

How to set shader global variable in sharpdx without using Effect class

I am working with SharpDX, i thinking to try using (uniform) global variables for HLSL constants instead of constant buffers. But, in my code SharpDX's Effect class is not used: i use PixelShader ...
2
votes
1answer
57 views

What does the hull shader attribute “patchsize” do?

What does the hull shader attribute [patchsize(12)] do? MSDN fails to mention it. Do I have to use it? Should I use it?
0
votes
1answer
238 views

Easiest way to smoothen coarse mesh with HLSL?

I've browsed through a couple of presentations and papers about DX11 tessellation and they all say that one of the most common usages of tessellation is to take a coarse (low poly) mesh, smoothen it ...
3
votes
1answer
268 views

Do the predefined HLSL semantics carry any meaning?

I'd say there are 3 kinds of HLSL semantics: SV_* group - these are "system value" semantics which DO carry special meanings (e.g. assign special input/output data to/from shader stages) predefined ...
0
votes
1answer
229 views

XNA and HLSL shaders - Instancing using World Matrix array

I have posted this question on StackOverflow and was directed here, so I'll just copy the question: I am attempting to improvise some sort of hardware instancing in my game. I wish to draw multiple ...
9
votes
2answers
5k views

Random number hlsl

How do you generate a random number in HLSL? I'm asking because I want to try gpu ray tracing. You need to generate random directions in a pixel shader. So I want randFloat(), where the result is a ...
1
vote
1answer
72 views

How do I render into a sub-region of a texture atlas with XNA / HLSL?

Is it possible to render into a texture atlas? I've been wondering how to reduce the number of textures required for shadow-mapping, and came across a blog post here about rendering up to sixteen ...
3
votes
1answer
85 views

Why does my PixelShader ignore color but respond to alpha changes?

I started teaching myself some DirectX a short time ago and found something I'm confused about. For some reason, I can only get the color of the model I'm drawing to vary between black and white, ...
1
vote
1answer
111 views

SetFloat() in HLSL shader (effect) has no effect - variables stay at 0

I have a problem wherein I'm trying to set two simple float variables in my shader. I have a dozen other shaders in this project where it works fine, but for some reason, I've got a bug in this one ...
1
vote
1answer
159 views

What does [dynamic] do in HLSL

Here's an example (this if() is inside of a for loop, which itself has the [unroll] attribute): [dynamic] if (n.x > 1.0f || n.x < -1.0f || n.y > 1.0f || n.y < -1.0f || n.z < 0.0f || ...