Tagged Questions
3
votes
0answers
52 views
Multipass shaders and switching between passes
As mentioned here Effects should be avoided in DX11. If I understand correctly, that includes techniques and passes defined in *.FX files. So when doing a multipass shader (like the always-mentioned ...
12
votes
3answers
2k views
outline object effect
How can I achieve an outline effect similar to the ones found in League of Legends or Diablo III?
Is it done using a shader? How?
I would prefer answers that are not tied up to any particular ...
3
votes
0answers
239 views
How to reproduce the 3ds Max Gradient Ramp effect?
The material definition of a mesh is composed of these three components: Self-Illumunation, Refletcion and Refraction. Each of these components has a Gradient Ramp as a map and the mapping mode is set ...
2
votes
1answer
215 views
Animated light effects in games
I have been wondering now for quite some time, how certain animated texture effects are done, specifically involving light effects.
Some good examples of what I mean are the green bridges in ...
7
votes
1answer
242 views
Overview/showcase of shader techniques/uses for games
I am looking for resources that can provide me with a better understanding of what kind of things shaders are used for in games, what they can do, and maybe even more importantly, what they cannot. I ...
11
votes
2answers
7k views
GLSL Shader Effects: How to do motion blur, etc?
I am not sure how right it is to ask this question, but still here it goes.
I have a full 2D environment, with sprites going around as landscape, characters, etc
And to make it more state-of-art ...
14
votes
1answer
2k views
The practical cost of swapping effects
I use XNA for my projects and on those forums I sometimes see references to the fact that swapping an effect for a mesh has a relatively high cost, which surprises me as I thought to swap an effect ...