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Questions tagged [shaders]

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

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8 views

How can I update my materials to work with LWRP?

I'm using Unity 2019.1.6f1. When I open a new scene with the LWRP template project, I see errors from all materials in the scene. For example, the Jigsaw appears in my scene but in console window I ...
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1answer
69 views

How to hide objects behind an invisible plane?

I am using Unity 2019.1.4f1 (personal) in regular 3D mode. I want to make a material for a plane that will cause everything behind that plane to be invisible. I want a character who steps through a ...
3
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1answer
80 views

Shader is distorting a Texture of a sprite it's working on

I've been testing out fragment shaders in SFML, trying to learn how to write and use them and I've run into a recurring problem. Every shader distorts the texture. Top left is the distorted test ...
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1answer
53 views

rotation matrix problems - opengl and own types

In an effort to learn things deeper I'm writing my own mathematics for the first time instead of using libraries. As far as I can tell my matrix multiplication is correct, and translation and scaling ...
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0answers
29 views

How to add a fluorescent effect on an image in Unity

I have recently been attempting to create a true on-screen representation of a fluorescent orange colour on an image. Whereby, I believe post-processing with unity will deliver the best results. Thus,...
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0answers
35 views

LWRP Custom Shader Graph material casts no shadow

I created an empty Shader Graph by clicking Create -> Shaders -> PBR Graph. I created the material for this shader and assigned it to my game object, but the object does not cast a shadow. If I ...
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1answer
25 views

Unity Vertex Color Shader with Transparency

I'm trying to achieve a simple effect: I have a cube mesh and I want some of the vertices to change color. In this case, I want it to form some sort of a gradient where the unchanged vertices are set ...
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0answers
23 views

HLSL Texture Sampling Instability

I'm having some very strange behavior trying to calculate gradients in a shader. In both snippets, uv is the texture coordinate, duv is a float3 proportional to (1/width,1/height,0), c is tex2D(...
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0answers
41 views

Strange GLSL performance problems

I'm having weird performance problems with a GLSL shader I'm working on. This small example fragment shader: ...
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0answers
43 views

Unity 3D HDRP - Making a hole in a gameobject by shader using stencil

Unity version 2019.1.2f1 HDRP project. I am trying to make a hole in a finished gameobject which has a material and shader don't want to interfere with, the point being this should work with any ...
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1answer
56 views

Unreal 4 why does reducing scalability take so long to compile?

I have almost nothing in my scene--in fact, I reduced my scalability settings from "High" to "Medium" before even loading my level layout--and doing this has crashed the program multiple times. It ...
1
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1answer
85 views

OpenGL Lines between triangles?

I'm currently using marching cubes to generate a mesh, and have encountered this incredibly weird problem. Looking from below the terrain, these weird fully lit lines appear between every triangle. ...
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0answers
12 views

How to dynamically fit texture to screenspace projection of object?

I want to map a texture onto an object so that it gets fitted onto the entire screenspace projection of the object, i.e. for each vertical cross-section of the object as visible by the camera, the ...
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0answers
46 views

Shadows are not showing up

I am fairly new to graphics programming, and I am working on a rudimentary game engine in C++. I had some old graphics code written in Java that I translated, but for some reason the shadows are not ...
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0answers
15 views

What handles the automatic conversion between color depths

My Google-fu may be weak, but I'm having trouble finding the answer to this and was hoping to get some insight. My shaders deal in 32-bit float RGBA values, but I'm rendering to a R8G8B8A8 target. ...
2
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1answer
47 views

How would I rotate my billboards parallel to the camera view?

I'm trying to make my own space-sim in Godot and I'm stuck trying to get the visuals of the "starfield"-effect that is a staple of the genre. I'm using a Particle system with billboards that would be ...
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2answers
83 views

Limit Color Pallete Using Shader (Unity)

Basically, what I want to do is take a primary input image texture (which is a render texture in-game) and a secondary pallete texture (contains X number of colors, and is X by 1 pixels in size). What ...
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0answers
12 views

Unity - How to use instanced properties of a shader?

I just want a simple effect such that on every object using the same material, the texture has different uv offsets, while keeping them batched in one draw call. By my understanding I first tried to ...
16
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1answer
3k views

How can I fade player character when he goes inside or outside of the area?

I want to fade the player when he goes out of the area. For example, suppose a person enters a building. When a person is outside of the building, he shouldn't be seen, but when he enters he ...
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0answers
13 views

Shader to Show outline, and transparent backFace

I would like to implement in my game some sort of occlusion for backward wall. I want, when my camera is inside a wall, to be able to "see" the start of the wall, with a transparency effect or watever....
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1answer
37 views

How to create post-processing effects in Slick2D?

As I get closer and closer to the end of the feature development for my game and the beginning of the graphical overhaul, I keep thinking of ideas for graphical effects that would make my game even ...
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0answers
25 views

How can I use Raymarching scene as equirectangular?

I currently output 3D scenes in Unity by rendering cube face textures from a scene camera, as you can see in the below Image: Omnity Cameras From there, I convert the projection to 360^x180^ ...
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3answers
102 views
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1answer
55 views

Variable number of light sources

I'm going to be writing a very simple renderer, mainly for learning purposes (using OpengGL). I've been wondering about how to implement support for dynamic number of light sources. Two solutions that ...
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0answers
65 views

Simple shader that scales UI image from the center

I'm having trouble making a (vertex) shader that scales UI images from the center. I can scale the image, but the image doesn't stay centered. Here is a project showing the problem Here is a ...
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1answer
110 views

Show Sprites on Overlap (Shader Graph) [2D]

I have a character sprite mesh and mesh renderer (The black wavy box). I am hoping to be able to overlay the black box onto the character covering the sprites but I am not sure how to do that. I ...
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1answer
35 views

WebGL - two different approaches to Point Light: what is the difference?

So I'm studying Webgl and after directional light I'm approaching point light. So I've seen two different approaches: Take the directional light (diffuse and specular components) and multiply them ...
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1answer
132 views

How do you write an unlit shader which supports Ambient Occlusion?

For performance reasons, a scene might use Unlit shaders only. Is there an Unlit shader which supports Ambient Occlusion? What is the best way to achieve this look, for moving and static objects, ...
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0answers
36 views

The gist of tweening with WebGL / OpenGL

I am trying to wrap my head around how to take advantage of shaders for things like tweening. For example, there are these simple easing equations, which we can use like this: ...
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1answer
80 views

How to use 2D textures in OpenGL / WebGL for physics [closed]

Following along the answer here, it was mentioned about textures: They can also store things like velocities. For example, you can use a texture as a "flow field" for animating particles or other ...
-1
votes
1answer
55 views

The types of buffers typically used in robust WebGL/OpenGL apps

I am trying to get a feel for how to structure WebGL/OpenGL apps and have been looking through sources for the types of buffers they use. I've found these: uvs occlusion noise bitangents tangents ...
5
votes
1answer
178 views

How can I let players “scrape away” one texture to reveal another?

In this game I'm making, I want my players to be able to remove rust from an object based on collisions from another object such as a wire brush. Since it's a VR game, performance is key. I've ...
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2answers
126 views

Which is the fastest: shaders vs animations / animated images / pixel manipulation?

I'm quite newbie to shader programming. I use Godot engine and after I see what can be done with shaders (eg. http://glslsandbox.com/e#53172.0) I realized that I MUST learn it no matter how hard it ...
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0answers
241 views

Unlit Node Shadow Shader Graph

How to make unlit node cast shadows? Is is possible with the current state of Shader Graph in LWRP? In this great article Toon Shader OP grabs pass from VertexLit shader. Is something similar ...
2
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1answer
66 views

Mixing between two colours in fragment shader causes normal mapping to be ignored

I'm making a game in which the world is black and white except from the immediate area around the player. It all works, except the normal mapping breaks when I turn it on. If I set the output at just ...
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0answers
60 views

Show the edges between the clipping plane and clipped objects

I want to utilize shaders to not only discard fragments if they are on one side of a predefined plane but also render a contour along the intersection. My fragment shader currently does something ...
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1answer
84 views

Normal Matrix in plain English

I'm into shader language with Webgl and GLSL. I've seen some tutorial about normal matrix and I don't really understand it. I mean, I think I'm ok with the math such as: ...
0
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1answer
107 views

Unity HDRP Testing - Scene View Issues / Lighting / Shaders / Shadows

Yo Guys. Makings this dope, GlassChess Game, Wanted to try out the new HDPR in unity 2018, add the package and volia, its working. (done all settings) So I used custom glass shader before trying out ...
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0answers
15 views

Reflection shader (orginated from XNA 10 years ago) doesn't work - Model is just black?

can anyone help me with this one. I'm creating a 3D game. For my game, i have created a lot of 3D objects. Im everything works as intended so far, but I'm trying to implement a "Chrome Reflection" ...
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1answer
40 views

OpenGL Texture Zig-Zag Artifacts Over Time

I'm working on a deferred shading renderer in OpenGL, where I write all geometry output to Colour, Normal and Depth textures and then apply lighting effects later. Everything seems fine except once ...
0
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1answer
147 views

opengl - flickering of fragments even with disabled depth test

I'm trying to render a quad with a coloured border. I'm using texture coordinates to detect whether the fragment should be considered part of border or not. If it is part of border, then render it ...
4
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1answer
126 views

What makes a shader function with a LineRenderer?

A LineRenderer has both Material and Color properties. But many shaders do not work, ie the line will not respect the Color property, or the line will show black (regardless of the materials having ...
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0answers
33 views

Blur shader showing Pink color?

I got this shader from GitHub page. In my scene, which is "LWRP" the image that should appears blur effect, it showing Pink color and there is no effect. Here is the shader script. ...
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0answers
46 views

Whats the least expensive way to play video in unity?

Alright, Ive asked this various ways but my situation is I have several (over 100) objects that have screens that need to play animated videos on them. There does not need to be sound, but this is for ...
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0answers
39 views

Unity 2019 Extremely Reflective Foliage

I've been working on a project involving a lot of foliage and I needed translucency so I upgraded to the latest unity beta to get access to the new features and the HDRP (which is still available on ...
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0answers
113 views

Compiling a simple shader in PyOpenGL

I am starting with OpenGL and I am translating the code from learnopengl to python and for some reason I am not being able to compile the Vertex Shader. This is all that I have: ...
1
vote
1answer
59 views

HLSL equivilant to “Object” data from “Texture Coordinate” node in Blender

I mocked up a shader how I wanted it with the node editor in Blender. Now I'm trying to write it in HLSL. In Blender there is a node group called "Texture Coordinate". If I use the "uv" node from the ...
1
vote
1answer
183 views

How to write a PBR Unlit Shader in Unity?

I have a REALLY specific case here: I have an Texture (a webcam), that is used by a shader to pickup a few x,y colors at the cordinates, and renders to a ...
1
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0answers
50 views

Alpha is not working in diffuse light shader

I am following this tutorials series on rastertek.com and I got a bit stuck on the Diffuse Lighting Tutorial. Particulary, the part that does not work for me is alpha channel of the light color. Here ...
2
votes
1answer
73 views

Planet Surface Rendering: Precision issues [duplicate]

I have been experimenting with C++ and OpenGL, and I am currently writing a program that renders the surface of a planet; specifically, our moon. It's a modified version of the GPU Gems implementation ...