a computer program that runs on graphics hardware and provides a high degree of control over how scenes are rendered
3
votes
1answer
219 views
Does Unity's “Transparent Bumped Specular” translate to “semi-shiny must be semi-transparent”?
Unity's documentation for the "Transparent Bumped Specular" shader/material-type is simply a concatenation of each of the descriptions for its Transparent and Specular Shaders (and also Bumped, but ...
2
votes
1answer
531 views
Blur shader without render textures?
Is it possible to append a blur shader to a standard (diffuse) shader ? I am looking for a way to do this as Unity indie doesn't allow render textures.
2
votes
1answer
145 views
Using Ogre particle point billboards with shaders
I'm learning about using Ogre particles and had some questions about how the point type particles work.
Q. I believe point type particles are implemented as a single position. Is one single vertex is ...
1
vote
1answer
110 views
Driver error when using multiple shaders
I'm using 3 different shaders:
a tessellation shader to use the tessellation feature of DirectX11 :)
a regular shader to show how it would look without tessellation
and a text shader to display ...
4
votes
0answers
147 views
+50
Optimizing performance of a heavy fragment shader
I need help optimizing the following set of shaders:
Vertex:
precision mediump float;
uniform vec2 rubyTextureSize;
attribute vec4 vPosition;
attribute vec2 a_TexCoordinate;
varying vec2 tc;
...
4
votes
0answers
113 views
Premultiplied Alpha And Alpha Testing
I have a shader that is supposed to work with either alpha blending or alpha testing, but the color values being passed in are premultiplied alpha values.
Is there an easy/standard way to have it ...
3
votes
0answers
54 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 ...
3
votes
0answers
99 views
Combining Effects
To be able to work efficiently with effects, isn't there a "good" way to combine multiple effects so that one effect handles stuff like "Multi texturing" and another controls the value like Ambient ...
3
votes
0answers
191 views
Suitability of ground fog using layered alpha quads?
A layered approach would use a series of massive alpha-textured quads arranged parallel to the ground, intersecting all intervening terrain geometry, to provide the illusion of ground fog quite ...
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 ...
3
votes
0answers
692 views
Sampling from depth texture causes shader to stop working
I'm currently having issues with depth textures. When I sample from a depth texture it causes my other samplers to fail. For example, when I set gl_FragColor manually the depth buffer is correct. I ...
2
votes
0answers
45 views
OpenGL ES Single Bitplane Texture (or something close)
I'm looking to use a texture to store single bits (or a low number of bits, two or three). This in of itself isn't hard if you're using nearest neighbor sampling with some bit plane unpacking. The ...
2
votes
0answers
219 views
Loading custom shader in Monogame
I have been trying to load this custom FX file into a Monogame project, and everything I try fails. (code taken from http://www.david-gouveia.com/scrolling-textures-with-zoom-and-rotation/)
sampler ...
2
votes
0answers
356 views
VS2012 C++: Unable to ID3D11Device::CreateVertexShader when loading compiled CSO file
I have been trying to get a tutorial Direct X 11 application running for some time now. I'm being stymied when I try to create the vertex shader. Setting the Direct X Debug setting reveals that I am ...
2
votes
0answers
231 views
Where is the Shader Designer?
I have VS2012 Ultimate and I've been trying to access (find) the Shader Designer. I searched through MSDN's text and Channel9's videos, but they keep failing to mention how to access it...
Can ...
2
votes
0answers
199 views
Kinect User Silhouette Shader
I have this usermap from kinect's depth data (size is 320x280) and i want to display it on my game. The problem, of course it's ugly (first image) and i want to have beautiful effect like in the ...
2
votes
0answers
372 views
3D Studio Max Models and Shaders to XNA
I am looking for a way to import my 3D models, including materials and shaders to from 3D Studio Max to XNA.
For example, if I have a model, with diffuse, bump, reflection textures and values (in ...
2
votes
0answers
579 views
XNA 4 Deferred Rendering deforms the model
I have a problem when rendering a model of my World - when rendered using BasicEffect, it looks just peachy. Problem is when I render it using deferred rendering. See for yourselves:
what it looks ...
1
vote
0answers
123 views
GL_EXT_shadow_samplers killing my shader
I have the following fragment shader for my scene
#extension GL_EXT_shadow_samplers : require
...
vec4 color = texture2D(uTextureUnit0, varTexCoord0);
if (colorTransformEnabled != 0) {
vec3 ...
1
vote
0answers
69 views
iPhone GLSL shader dynamic branching issue
I am trying to pass an array of vec3 as uniform and then iterate through them on each pixel. The size of array varies on situations so I can't make the loop with constant number of iterations. ...
1
vote
0answers
107 views
Shaders Working in XNA but not Monogame Win8
Hey so I'm bringing a shader over from XNA to Win8. To test things I'm using josack's tutorial on pixel shaders:
http://blog.josack.com/2011/07/xna-2d-dynamic-lighting.html
I've got it running in my ...
1
vote
0answers
84 views
BasicEffect and SkinnedEffect treating WorldViewProj differently?
I made a ModelBatch class that batches and draw rigged/unanimated and skinned/animated models. For now, BasicEffect is assigned to rigged models (XNA Model Processor) and SkinnedEffect is assigned to ...
1
vote
0answers
145 views
Vertex shader to Pixel shader NVIDIA problem - restarting drivers
I have problem with my shader on NVIDIA cards. On AMD it's working right.
Shader Builder exported CODE:
//ROOT
//PSParts
//VSParts
//Samplers
sampler sLod23ColorGround : register(s0);
sampler ...
1
vote
0answers
160 views
How do I make a more or less realistic water surface?
I want to make a similar water surface like in this picture: http://www.publicdomainpictures.net/pictures/20000/velka/water-surface-detail-11291208064MpI.jpg
I need the water surface in the same view ...
1
vote
0answers
119 views
loading a heightmap as texture in shader
I have a height map of 256x256, containing, foreach cell, not only height as a normal float value ( not 0-1 ) and also 2 gradient values ( for X and Y ), also as normal float values ( not 0-1 ).
I ...
1
vote
0answers
275 views
Need help transforming DirectX 9 skybox hlsl shader to DirectX 11
I am in the middle of implementing a skybox to my game. I have been following this tutorial http://rbwhitaker.wikidot.com/skyboxes-2. I am using MonoGame as a framework and in order to support both ...
1
vote
0answers
522 views
ssao implementation
I try to implement a ssao based on this tutorial: link I use a deferred rendering and world coordinates for shading calculations. When saving gbuffer a vertex shader output looks like this:
...
1
vote
0answers
171 views
Outline Shader Effect for Orthogonal Geometry in XNA
I just recently started learning the art of shading, but I can't give an outline width to 2D, concave geometry when restrained to a single vertex/pixel shader technique (thanks to XNA).
the shape I ...
1
vote
0answers
198 views
Full screen shader causes performance hit
I basically want to have a shader run that can do something like toon shading, or grayscale the whole screen, or radial lighting.
To do this, I create a new bitmap each time the display resizes that ...
1
vote
0answers
222 views
Unity surf shader not rendering
I have created a default surface shader in unity and added a texture but it is not rendering. If i switch to a diffuse shader i see the texture but my shader is just black.
Shader "TestShader" {
...
1
vote
0answers
268 views
Normal maps in 3dsMax - OgreMax - how to view associated tangent vectors?
Reading this post I found out that 3dsMax might not use the same tangents when rendering normal mapped objects. In my case, I was using Ogre and OgreMax to analyze results and they were very ...
1
vote
0answers
250 views
Why does drawing bounding boxes disable my other shaders?
I have some .X models loaded via self-written AssetManager that has Lists with models in it. I also apply a diffuse shader to my models. All the models are "self-drawing" in a BasicModel class.
...
1
vote
0answers
374 views
How can I use the dualforward parameter in my unity shader to use lightmaps and normal maps together?
I'm using the free version of unity and I would like to combine lightmaps with specularity and normal maps. After doing a -bunch- of research, I've figured out that there doesn't seem to be any easy ...
1
vote
0answers
462 views
How can I run the pixel shader effect?
Stated below is the code for my pixel shader which I am rendering after the vertex shader.
I have set the wordViewProjection matrix in my program but I don't know to set the progress variable i.e in ...
0
votes
0answers
34 views
Unity Shader GrabPass alternative
Is there an alternative for the heavy GrabPass method ?
Is there a solution to avoid the foreground issue ? I mean when using GrabPass, if the refracted object is in front of the bumpy refractor, he ...
0
votes
0answers
100 views
HLSL Triplanar texturing and multi texturing performance
I'm stuck for my terrain rendering shader code for DX9. I'm looking to implement triplanar texturing, a texture atlas, and blending between different textures. Right now it's working. The problem is ...
0
votes
0answers
49 views
NVIDIA FX Composer 2.5 not updating time in preview
I started testing shaders today and got a problem with
FX Composer.
When I download Shaders from the Shader Library it compiles them fine and
I get a preview which applies the material to the object, ...
0
votes
0answers
55 views
How calculate distance for fog effect model in xna?
I struggled for some time to add a fog effect in my xna games.
I'm working with a custom shader effect in a file (. Fx).
The "PixelShaderFunction" works without error. But the problem is that all my ...
0
votes
0answers
50 views
Pix, debug shader error
I can't get Pix to debug shaders. I've used it before totally fine, but today I keep receiving this error when trying to debug either a vertex or pixel shader:
A call that previously succeeded failed ...
0
votes
0answers
36 views
Errors calling certain gl-based classes
Following this example code, I'm trying to use glGenFramebuffersEXT(), GL2.GL_FRAGMENT_SHADER_ARB, but I get these
two types of highlighted errors wherever they are called:
The method ...
0
votes
0answers
71 views
Shader execution stops in vertex shader before pixel shader
I’m trying to store the depth information of model in XNA from the lights point of view. The model renders fine using a normal shader.
This is the shader code
float4x4 xShadowMapLight;
///DEPTH ...
0
votes
0answers
80 views
Opengl binding shaders vs binding buffers performance
Quick question for an opengl guru, I'm in the process of building a render queue and can either reduce the number of shader binding or the number of vertex buffer binding. I just want to know which ...
0
votes
0answers
81 views
How to move a directional light according to the camera movement?
Given a light direction, how can I move it according to the camera movement, in a shader?
Think that an artist has setup a scene (e.g., in 3DSMax) with a mesh in center of that and a directional ...
0
votes
0answers
233 views
Making shaders work for both ATI and NVIDIA in Blender Game Engine
Unfortunately coding OpenGL shaders is more strict for ATI cards. I am trying to get this code from this thread http://blenderartists.org/forum/showthread.php?245954-preethams-sky-impementation-HDR to ...
0
votes
0answers
83 views
How to get warnings when compiling fx files
When I compile DirectX shaders (.fx files), I dont see any compiler warnings unless there was an error in the effect.
This happens both when using the offline FXC compiler, as well as calling ...
0
votes
0answers
2k views
GLSL Shader Texture Performance
I currently have a project that renders OpenGL video using a vertex and fragment shader. The shaders work fine as-is, but in trying to add in texturing, I am running into performance issues and can't ...
0
votes
0answers
278 views
Problem loading shaders with slimdx
I'm attempting to load an FX file in slimdx, I've got this exact FX file loading and compiling fine with XNA 4.0 but I'm getting errors with slimdx, here's my code to load it.
using ...
0
votes
0answers
210 views
Differences in cg shader code for OpenGL vs. for DirectX?
I have been trying to use an existing library that automatically generates shaders (Hydrax plugin for Ogre3D).
These shaders are used to render water and somewhat involved, but are not extremely ...
0
votes
0answers
139 views
DX11 - Compute shader - wrong index calculation
I have volume (3D image) divided into blocks 16x16x16. Whole volume is 128x128x128. Data are stored in linear memory in my shader.
For every block, i store start index within linear memory. Now, I ...
-1
votes
0answers
50 views
XNA/HLSL cone shape 2D light
I'm new to HLSL and I'm trying to create a simple light for my 2D game. I made a point light and it looks great. However now I'm trying to create a cone shape light but I just don't know how. can ...

