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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BIM Model clipping issues in Unity 2020

I have BIM model that I am using in 2018 version of Unity engine. When import the model into my project on 2019 OR 2020 version of the Unity engine, clippings on certain surfaces of the model occurs. ...
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How can I incorporate subsurface scattering into a custom shader graph?

I'm working on some 3D grass in Unity with HDRP (the grass is not a 2D asset on a plane, it's a mesh). I did a shader to make it move following a tutorial, it works great. I would like to add ...
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GLSL link fails with C9999 (too many buffer declarations?)

I'm receiving a C9999 (*** exception during compilation ***) linker error for an OpenGl 4.6 compute shader. It seems to be related to the number of SSBOs I have declared (14 separate declarations), ...
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PBR texture conversion

Is it possible to convert from specular/glossiness to metallic/roughness textures for UE4?
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glDrawArrays draws nothing

I am trying to draw a triangle using shaders in LWJGL, but nothing is being drawn on the screen, and no error is being produces. I can't figure out what I'm doing wrong. To create a vao, I use: ...
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Shader Graph - Surface type change

Is there any way to control what surface type is used in shader graph insted of changing it in PBR Master? I'm creating dissolve effect for albedo/emission/transparent surfaces (https://www.youtube....
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Geometry shader vertex position to point at camera

I have a shader that takes an array of points. At each point, a geometry shader creates a quad oriented towards the camera. This works fine when the camera and point are at around the same Y value, ...
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How to share constant variables between Compute Shaders?

So, I have two compute shaders A and B (using unity and HLSL). Right now, before every dispatch, I send my mouse coordinates to both of them every update. So, from my understanding, you can actually ...
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Unity: Efficient way to get the average pixel color for a portion of the camera viewport

At it's core, the problem I'm trying to solve is this: I have a camera (not main) that I would like to project to a 2 pixel RenderTexture. I would like the first ...
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1answer
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How do I keep vertex position when changing material?

I've created 2 shaders using shader graph which I'm applying to a sphere to simulate a ball of water/ice. The water shader distorts the shape of the sphere over time to look like it's flowing a bit. ...
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How to make player walk through layers of 2d fog smoothly?

I'm trying to recreate the fog effect that Graveyard Keeper has, with several layers, so taller objects will get less fog. I'm using the approach described here: the devs post on Gamasutra The problem ...
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Why don't ShaderToy shaders work with LibGDX?

Can someone tell me what is different about the shader implementation in LibGDX that makes it incompatible with the shaders from ShaderToy? It looks like you can use ShaderToy shaders directly with ...
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How to convert from frag position to UV coordinates when my viewport doesn't cover the screen?

So, I'm implementing SSAO as part of my rendering pipeline using OpenGL/GLSL. It works pretty well when I have a camera that takes up the entire screen. However, when my camera is smaller than the ...
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How to get neigbor pixel coordinates in Unity HLSL shader

I am writing Mandelbrot set shader for Unity. I wrote an Image Effect shader and it works. Unfortunately, each point "shimmers" on translate scale. This is because, for each shader call I ...
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Is it possible to have 2D and 3D properties of the shader in Unity?

In properties of standard objects there are both 2D and 3D properties, like this On the other hand, in properties of a shader, I can apparently specify only 1D and 4D properties. Is this true? Is the ...
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Quixel asset to unity

I downloaded asset from Quixel, I'm using Unity HDRP, the problem I am facing is how to properly create a mask map cause the asset from Quixel doesn't have metalness map where in HDRP mask map it ...
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Per-component Shader Blend in Unity

Context : I'm writing a 2D mobile game in Unity where the graphics are essentially black lines drawn on a background image plus some lighting. Running full RGB calculations for every step seems like a ...
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Send Geometry Data to Multiple Shaders

So I am implementing a deferred rending model for my engine, and I want to be able to send all scene geometry into a single shader to calculate ambient, diffuse, normal, ect thats not the question. ...
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2answers
235 views

Understanding Screen Position Node in Unity Shader Graph

I'm struggling to understand what exactly the Screen Position node outputs in Unity's Shader Graph. I'm using the screen position with scene depth to calculate the distance between two objects. Every ...
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Rendering Mode transparent is not applying in webgl build

I am using this method to convert opaque rendering mode to transparent. ...
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How to highlight edge of movement range

I am working on a small tactical game like X-com. I now have a working-ish version and would like to treat myself to some aesthetic upgrades! I have been thinking hard about the following but I can't ...
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1answer
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How can I sample objects color based on position and apply to an object in a shader?

I think what I want to achieve is similar to how grass can get the terrain color so it looks more blended, though this is not what I will be doing. My texture is a palette of colors: I have created a ...
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Interactive texture modification (such as fluid mixing) in Unity [duplicate]

I am working on a game where I want to allow users to mix multiple colors (similar to shown in this video): https://youtu.be/11UFYyv8hjs?t=316. I have the following questions: I am expecting that ...
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Other displacement/deformation methods than vertex displacement?

Using vertex displacement on low-res models lead to artifacts, and I imagine tessellation might be a bit slow, if I want it pixel-perfect. I know signed distance fields can be used, though I doubt ...
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Tracking player on “overview map”

I'm working on a city-based isometric game where the player controls a character moving around in the city. I need to create both an overview map and a minimap similar to both GTA and Mafia 3. Here's ...
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How to simulate a liquid like “The Cook” or “Bake it”?

I want to make a simple liquid something like these gifs:
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Water shader in Unity3D not working on some Linux distributions?

I've got reports from some Linux users that the game's water isn't rendered on his machine. 2 example operating systems: Ubuntu 20.04 (with kernel 5.4.0-54-generic x86_64 Linux 4.15 Linux Mint 19.2 ...
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How to make it possible to change the width of the stripes?

I am making a shader to create stripes based on this tutorial, but I cannot set the width for each stripe and make a shader that accepts light. ...
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How can I draw orbit paths for a solar system?

I’m trying to make the orbital paths visible for my solar system simulation game. I have most around with trail renderers and solid line sprite but not achieving the desired look I want. I’m hoping to ...
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Ascii Art 3D Shader

For a small interactive piece I'm doing I'd like to use 2d ascii art but where the font size per text character is effected by the raytraced distance of the target point from the camera. Above is my ...
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LibGDX 2D Silhouette

recently I decided to implement in my game the drawing of a silhouette of the player when he is behind objects (the top layer of the map). Found a similar question here, but it doesn't matter to me to ...
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How to fuse 2 sprites as they approach each other in Unity2D?

Hi i seen this video by Sebastian Lague on ray marching. Link: https://www.youtube.com/watch?v=Cp5WWtMoeKg&t=204s At 3:19 mins. I want this merging effect but for 2D sprites. Please can someone ...
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1answer
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How to use an overlapping shader so that it uses layers sort from sprite renderer and its transparent

Im using the shader from question , but once I put it in the game, and my character gets close to it, it will be hidden by the shadow of the tree, which is transparent. Any way to make the shader ...
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1answer
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How can I color in only specific regions of my scene?

I am interested in having large portions of my game be grayscale, but I'd like certain parts of the scene to have full color. Something like this: Is this something that is possible with shaders or ...
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Help with modifying a geometry grass shader to allow removing areas?

So I have this geometry grass shader from a roystan tutorial I followed but it applies the grass effect to the entire mesh at once. I need to find a way to only apply grass to set areas much like how ...
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45 views

How to free up TEXCOORD slots for Unity's Universal Render Pipeline?

I am writing custom a custom shader for Unity's Universal Render Pipeline (Version 7.3.1). The meshes are built using three separate UVMaps for different portions of the mesh. The reason I actually ...
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1answer
34 views

Can geometry grass shaders be painted to a terrain or are they limited to meshes?

So I was follow the roystan grass shader tutourial and although it works well I don't understand the use for it. From what I understand the shader is basically just a flat plane that calculates grass ...
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How to fix normal map in unity

hey, I'm just using unity, I'm having a problem with the normal map, like the picture above, if I use blender I just need to change the sRGB to non-color data, but when I import it to unity using the ...
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1answer
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Texture uniform does not work

So im programming a raytracer at the moment and Im passing a 3d texture from the cpu to the gpu but the gpus texture has not the same values The uniform part (its made in Unity): ...
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1answer
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Utilize remote PC to Boost UE4 Editor Performance

As the title suggests, I would like to know how I can take advantage of a desktop PC at my workplace to help boost the performance of the editor on my laptop at home. General editor actions such as ...
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1answer
56 views

How to render thin glass with proper refraction?

I want to render thin bumpy glass with refraction. But it offsets too much(look at the black frame of the glass). Looks thick. How to do thin glass refraction properly? Or is it possible to exclude ...
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2answers
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Mesh shaded as single pixel

I am trying to procedurally generate planets in Unity. The actual planet is already done, but now I am trying to add clouds. For this I created a PBR-Graph shader that draws the clouds based on some ...
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1answer
40 views

Passing touch position to compute shader

I am working on a game where I have to mix colored liquids as shown here. I am working with a plugin (StableFluids) to get this effect: Effect Problem: The shaders used in the plugin are able to ...
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Can't import shaders/textures to Godot from Blender 2.8

I'm using this shader for my models and then i import them like this This is the original model in blender: the result in godot: I think i might have missed some step but not sure of which one, i ...
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Shader Tiling Texture Overlapping between X and Z Axes

I have a shader (code at the bottom of this) that I'm using for a terrain. It renders a texture on the sides of the terrain (the x and z axes) and between those axes the texture tends to overlap. I ...
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1answer
47 views

Interactive texture modification (such as swirling) in Unity

I am working on a game where I want to allow users to mix multiple colors (similar to shown in this video): https://youtu.be/11UFYyv8hjs?t=316. I have the following questions: I am expecting that ...
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2answers
1k views

Texturing different block types on an optimized voxel mesh

I have a cubic world (like Minecraft) where I'm generating chunks. In those chunks, only visible vertices and faces are generated. Currently, it means that if I have a 2x2x1 chunk, it will generate 8 ...
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Improve appearance of neon LineRenderer at sharp corners

I followed the answer given in how to make 2d neon using linerender and get neon effect nicely, but when I draw a line with a tight circle or overlap nearby lines, I get unsightly triangle artifacts ...
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How to purposely overscan a Unity Camera?

For many shader effects that use the scene color, we want this color to be displaced along the object plane. Think water, glass, heat distortion, etc. However, of course, if this happens near the ...
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Help with Unity global illumination removes cel shaded effect

So I am using this toon shader I got from the asset store that supports global illumination. However it seems like the global illumination destroys the cell shaded effect, and when in shadow it looks ...

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