a computer program that runs on graphics hardware and provides a high degree of control over how scenes are rendered

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1answer
114 views

Achieving Retro Resolution with HD

I couldn't really find any tips on this (or perhaps I just lack the proper words once again), but I'm thinking about how to get some retro looks (SNES 16 Bit, specifially) using a modern system. ...
1
vote
2answers
139 views

Will DirectCompute run this HLSL code

I found a sample about how to run a HLSL code with DirectCompute. https://code.msdn.microsoft.com/windowsdesktop/DirectCompute-Basic-Win32-7d5a7408 This is the HLSL script I want to run https://...
2
votes
1answer
333 views

Run HLSL in C++ Basic Sample

I'm considering the idea of taking shaders written in HLSL and running them in an AviSynth plugin to process videos. This would allow accessing various shaders, and also to have GPU acceleration. I'm ...
0
votes
1answer
160 views

OpenGL texture seams

I'm atempting to make a game using OpenGL. So far I have loaded an .obj model, and I have generated a terrain as well as a very simple UI. My issue is that it 'seams' (tihi : P) that there are some ...
0
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1answer
206 views

Unity: cg fragment shader processing array of points

I need to write a fragment shader which would somehow be aware of N points that are in the scene and darken pixels based on their world coord distance to the points. I'm looking for a method that ...
4
votes
1answer
280 views

GLSL 2D Silhouette

I'm trying to render a silhouette of any entity behind foreground objects to indicate their position to the player. Here's an example of what I want to achieve, from Hyper Light Drifter: From what ...
1
vote
1answer
279 views

ETC1 Support on android alpha problem (GLSL cocos2d-x)

I want to support etc1 in my game, but somehow it doesn't work (I'm using cocos2d-x C++ GLProgram* glp = new GLProgram(); glp->initWithVertexShaderFilename("testv.vsh", "test.fsh"); glp->...
19
votes
2answers
2k views

How can I implement a short-cut grass effect?

I've been looking at some screenshots from games like Rocket League and FIFA: and I started wondering one would achieve the short-cut grass effect. Is it a shader? Is it actual geometry? Or ...
0
votes
1answer
105 views

OpenGL Shaders Ignored

I have been following this tutorial to try and start learning OpenGL. However, upon compiling my code, my triangle turns out to be black. At first I thought that there was something wrong with the ...
0
votes
0answers
124 views

Add Atten property in Unity Shaderlab

In Unity Shaderlab shader, Is there any way to apply _Atten value? Using surface shader, and vertex/fragment shader I can do it easily. But, I didn't find any reference to do that in Shaderlab syntax....
1
vote
1answer
276 views

Environment mapping - cube mapping using OpenGL

I'm trying to do cube mapping. Problem is that I'm getting this: This is what I get when I rotate it: But it should look like this Here is code for vertex shader varying vec2 tex_coord; void ...
3
votes
2answers
321 views

Render Occluded pixels to gray color

In 3d space, objects can be occluded by another objects. By depth testing, the occluded faces are skipped rendering. Only the nearest(smallest) depth value pixels are drawn. But, sometime we need to ...
1
vote
1answer
74 views

How to debug a GLSL shader? [duplicate]

I cannot find any tutorial in Google and Youtube. I have a C++ program that uses OpenGL ES 2.0 API to render something on the screen. How can I debug my shaders? Any step-by-step guide? What is the ...
11
votes
2answers
3k views

Rorschach ink blot (aka Psychology test pictures) shader

I want this magnificent pattern to be in my game. So far I have figured out... Draw one side, then render it twice left and right. How do I render this pattern on one side? hmm... I need help. I ...
2
votes
1answer
270 views

How to create a material that blends textures in Blender to Unity workflow

I'm new to Blender and Unity and trying to figure out the best way to create a material that will use either vertex colors or a texture map to interpolate between other textures on a single mesh. ...
1
vote
2answers
801 views

Using GrabPass for 2D water reflection?

I'm trying to achieve some neat 2d water reflection effect with Unity, something like this: What I've managed to accomplish so far: The problem is GrabPass captures the entire screen but I really ...
4
votes
2answers
439 views

Discoordinated Chromatic Aberration Effect

The game Teleglitch heavily utilizes the CA effect with screen distortion. I am trying to achieve this effect. Issue 1. How to not apply the effect onto the floor? (solved) They render the screen ...
3
votes
2answers
768 views

Stencil based mask with alpha

I'm trying to create a fog effect like civ 5: I tried creating a StencilSet shader that receives a mask and sets the stencil buffer to 1. I would render the following on every unexplored tile using ...
0
votes
0answers
273 views

Taking a 2D slice of a 3D volume

I have a regular 3D polygon and I'd like to display 2D slices of it. What is the best way to achieve this? (Preferrably in OpenGL, but a general algorithm/tecnique would be good as well). I've ...
1
vote
0answers
116 views

Why would an ambient occlusion (AO) shader's performance be dependent on light direction?

One of my favourite games recently implemented ambient occlusion as a graphics feature, which appears to perform very well in most circumstances - except during sunrise and sunset. As someone who is ...
1
vote
1answer
430 views

Share a function between two passes inside CG Shader for unity3d

I'm writing a shader in CG language for Unity3d. When making transparent object you need to create two similar passes in SubShader. First to render only back faces (with Cull Front) and second to ...
3
votes
1answer
298 views

2D day night mapping

I'm looking for this kind of effect MINUS the lights and snow (Another problem). It needs to change depending on the time of year. Doesn't need snow or city lights. Now I'm pretty new to shaders (...
0
votes
1answer
135 views

Basic vertex shader, moving

I am new in shader concepts and I am trying to implement a sprite of 8x8 in OpenGL ES. I want to move the texture in the vertex shader but I cant figure out how to this, my code may be wrong, feel ...
1
vote
2answers
248 views

Fragment shader compiling in webGL but not in OpenGL

I am programming in Haxe (language compiling to multiple platforms) and I have written some shaders. My fragment shader runs fine in html5, but when I try to compile for native (OS X and/or Neko, a ...
1
vote
3answers
80 views

How to sample a texture with specified LOD in SM 2.0?

That is my question, in SM 3.0 there is the HLSL intrasic function tex2Dlod to pick a color on a texture2d at specified coords and specified level-of-detail. But after long search on the web, I don't ...
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votes
0answers
40 views

Phong shading blows out things close to white [OpenGL]; is there a way around this?

I'm doing per-pixel lighting using the Phong shading model. In pseudo code this looks like: vec4 ambientColor = light.ambientIntensity * material.diffuse; vec4 diffuseColor = light.diffuseIntensity *...
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votes
1answer
81 views

How to set a struct as a Direct3D9 vertex shader constant?

I have a vs_2_0 shader like this: struct ConstantBuffer { float4 diffuse; float4 specular }; shared uniform ConstantBuffer g_cb : app_constantBuffer; void PS(out float4 Color: COLOR0) { ...
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0answers
330 views

why is my (from example) shader appearing as black?

I have the following (very simple) shader: #pragma kernel CSMain RWTexture2D<float4> Result; [numthreads(8,8,1)] void CSMain (uint3 id : SV_DispatchThreadID) { Result[id.xy] = float4(1,0,0,...
1
vote
2answers
2k views

Unity how to change material properties at runtime

I'm working on a unity game where I want to change the color of a material from within a script. The material applies to a line renderer. I currently have the following script: using UnityEngine; ...
0
votes
1answer
255 views

Unity 5 - Texture/Material rendering issue

I am working on a Minesweeper clone that started as a Unity 4.6 project and ended up as a Unity 5 project. I have cube objects that use Legacy Shaders/Diffuse. I am new to Unity 5, so I am not fully ...
4
votes
1answer
261 views

How do you add turbulence to a particle system using noise?

I have implemented a basic particle system using transform feedback in openGL, hoping to replicate a dust cloud. I have looked at methods of adding turbulence, such as vortices found here. But they ...
0
votes
1answer
129 views

Shader - Color blending

I would like to know how to blend colors in a specific way. Let's imagine that I have a color (A) and an other color (B). I would like to blend them in such a way that if I choose white for the (B) ...
1
vote
0answers
241 views

Multi-layered tilemap

I need to be able to efficiently render a tilemap which can be constructed this way: There is one non-transparent base layer Then there can be 3 partially-transparent layers on top of it. Each tile ...
0
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0answers
72 views

How to sample png heightmap in HLSL

I am working on simple parallax shader and I have problem with sampling height texture for value. My aproach amples texture and give me RGB values of picture: tex2D(TextureHeightSampler, input....
1
vote
1answer
105 views

Shader - Convert vector into scalar

I am trying to convert a half3 as a simple half but I am facing an issue. As for an example half3(1, 0, 0) give me white but half3(0, 1, 0) gives me black. How can I convert properly a half3 to a ...
4
votes
1answer
290 views

Why does my Outlined Diffuse 3 shader seem “detached” at a distance?

I'm using the Outlined Diffuse 3 shader from Unity and I'm having a problem with it: the outline looks great when the camera is near the object, but at a distance, it looks detached. From nearby (...
1
vote
1answer
238 views

3D GUI Shader Problem

So I want to create one of these in my directX11 project. The little axis there that shows you the direction. I have a nice 3d shader for my world geometry that I tweaked from Frank D. Luna (He ...
2
votes
1answer
260 views

Proper normal vector transformations in normal mapping

Hello! This question is about transforming normal vectors from normal maps properly. I have tried methods from over five sources, still can't get it to work, and I'm really desperate. Included are ...
3
votes
1answer
1k views

How do I draw a circular portion of a texture within LibGDX using an OpenGL ES shader?

What is the simplest way to implement a shader to draw a circular portion of a full screen texture where the circle is dynamically resized as part of an animation using LibGDX? Is a shader even the ...
10
votes
2answers
17k views

Glass Material for Unity 5

Anyone know how to make a glass material in Unity 5? I can do metal and image textures, but not sure how to create a glass material. A search on Google would not get me anything for Unity 5 so it ...
1
vote
1answer
156 views

Pixel Shaders To Create Predator Effect

I am learning shaders, and I figured I would try to use them to create sort of a predator effect. I got to the point where I rendered my level to a rendertarget and passed that to the shader file, ...
1
vote
1answer
608 views

How to cast colored shadows

I have a glassy object and when light passes through it I want it to cast colored light behind it, instead of the shadow. I could just use another light object to cast that colored light, but is it ...
0
votes
2answers
202 views

Outline of plane slice of arbitrary object

How would you extract the outline of a shape from slicing a plane through an arbitrary object? Note: This is related to my Unity Answers question, but not exactly the same.
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votes
0answers
326 views

MonoGame Shader - 2MGFX cant compile in SM4

am trying to compile three .fx custom shader files from a monogame sample project, i am tryting to get running for windows phone. The GaussianBlur.fx file is: // Pixel shader applies a one ...
2
votes
1answer
480 views

2D Hidden Object Silhouette Shader

Right now I am not using any depth information in my engine, but I just found out that it would be neat to be able to render the silhouette of important game objects that are "behind" something with a ...
1
vote
1answer
77 views

FindNextValidTechnique fails

My effect file compiles successfully, but FindNextValidTechnique fails. Technique part of the shader: technique Diffuse { pass Pass0 { VertexShader = compile vs_2_0 VertexShaderMain()...
0
votes
0answers
137 views

Is Phong shading supposed to be so camera-angle dependent?

I'm not sure if I have a bug in my code or not. It seems like it's a bug, or at least a major shortfall. Here's two images of the same model at slightly different angles (by moving the camera): As ...
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0answers
81 views

Unity material is missing after compilation

I have a piece of code that signals the player that a projectile has hit its target. Everything works fine during the playmode, however after I compile it, it acts as if there was a missing material. ...
1
vote
0answers
161 views

Sprite outline based on light position in UE4

I have simple sprite (for example black box) and I like to add to it outline (red line on example image) but based on light direction. I know UE4 use deffered renderer, so I cant access to lights, but ...
4
votes
1answer
391 views

Glow shader limited by the texture area

I'm working on a glow shader (for 2D engine Futile relying on Unity). It works OK but the effect is limited by the texture area. Except from adding a lot of empty pixels around the textures (which ...