Questions tagged [shaders]
a computer program that runs on graphics hardware and provides a high degree of control over how scenes are rendered
1,942
questions
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Explode image into component pixels shader
I'm currently stuck on trying to write a shader for Godot 4.x. and get it to look right.
I'd like to take an image, pixelate a bit so that particles are a bit chunky, and then explode it into ...
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0
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16
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Vertex Shader Sphere Projection and CPU Distance Calculation
I have multiple planes whose vertices are transformed to a position on a sphere in the vertex shader. The GLSL function called pointToSphere transforms a point <...
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0
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21
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Why is my toon shader not getting pixelated?
I made a very simple unlit toon shader that works great, however I have to also pixelate my objects, I tried adding this part marked in blue that modifies the UVs but that did not have the desired ...
0
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1
answer
19
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ForwardAdd pass gets weird results when a point light is on in Unity
I'm writing a custom shader for the transparent object with built-in pipeline of Unity2022.3.9f1.
For Subshader the Tags set like below
...
0
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1
answer
24
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Rotate UVs in shader and contains result into quad with repeat edge pixels
I ask for help - I need to rotate the UV scan inside the quad by a certain angle (set by a parameter) so that the result is embedded in the original UV, and the missing areas are repeat edge pixels. ...
1
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1
answer
23
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Visual shader dropdown missing
I can't seem to create a visual shader in godot 4, in order to use the visual shader editor.
what am I missing?
1
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0
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47
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Unity custom shader turning pink
I'm quite new to writing custom shaders. Wanted to try it out by creating a sand-standard surface shader. A problem that occurred was when I finished writing my custom shader in Unity, the material ...
0
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1
answer
52
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Can I add texture transparency and still use alpha clip in shader graph?
I have this simple shader that will "fade out" and object using alpha clip, for this to work the alpha has to be set to 0.5.
I want to add a texture to this shader but I cannot figure out ...
0
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0
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28
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Is there any way to store values in vertex shader such that they can be used in the next frame?
As I understand, the values assigned in the vertex shader aren't persistent and storing them doesn't do anything. I want to store the MVP matrix in another variable to be used in the next frame.
...
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1
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How can I store the current frame's MVP matrix (Or any other data about the current frame) so that I can use it in the next frame?
I've read several articles about motion blur and all were made with OpenGL. There is no equivalent of MVP matrix in C# scripts, so I wondered if the data could be stored on the GPU itself.
Is it ...
0
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1
answer
61
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Cubemap rotation
I have a skybox with stars cubemap
So, how can I rotate stars cubemap on Z axis using "Rotate About Axis"?
1
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1
answer
61
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Getting coordinates within a bezier space
I have created an object that is comprised of two bezier curves (constructed of an identical finite segments equal to a variable named resolution). The two curves ...
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0
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12
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Finding highest point on displacement map returns bizarre results
I find the highest point of a displacement map sampled at 9 different UV coordinates that i pass in an array to the shader. Then if the result is more than 0.7 I output a red pixel at every UV ...
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0
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52
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How to remove plastic-like reflection from visual shader?
The problem is that this is a piece of terrain, it should not have blue reflections like it's made of plastic. But when the camera gets close enough, these specular highlights are rendered.
This is ...
3
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1
answer
189
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How To Make Seamless Custom CubeMap?
I'm currently working on a Three.js project, and I'm aiming to create a seamless cube map. To achieve this, I created six planes and assembled them into a cube. Then, I utilized a shader to generate ...
1
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0
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31
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How to create intersection shader that simulates squishing?
I want to create a shader that will make spheres/circles look like a blob when colliding.
I don't understand shadergraph at all, but I tried to follow intersection shader tutorials.
The problem is ...
1
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1
answer
120
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How Can I Make a Silhouette Shader When an Object is Behind Another Object in Godot 4
I've been trying to replicate the effect created in this guide (https://www.gdquest.com/tutorial/godot/shaders/silhouette-2d/) in Godot 4, but I haven't had any luck.
The problem seems to be that in ...
0
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1
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43
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Which pixels does the fragment shader of an unlit shader, applied on an object, affect in Unity?
Let's say that I have a cube that has an unlit shader applied to it. The shader does basic ray-marching.
...
0
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1
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57
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Discontinuous Normals on a Normalized Cube Mesh with Displacement Texture
In my project, I have created a normalized cube using six plane meshes. To improve its visual quality, I added a displacement texture and calculated the normals for that texture to ensure proper ...
1
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1
answer
77
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How can I make a 2D shader that darkens all sprites not in a certain area?
I was wondering if there was a way to make a 2D shader (or use any other method) to selectively black out areas of the screen that are not in a specific region.
I need this shader because in the game ...
1
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0
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119
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Unlit camera-facing billboard in ECS/DOTS shader
I'm attempting to create an unlit billboard shader for use in DOTS. I'm using quads to host the material
(Some regular, some DOTS for comparison purposes)
I've cribbed together something from this ...
5
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1
answer
57
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How can I hide the interior frontfaces of a portal when viewed from the outside?
I'm trying to follow This tutorial for a portal mask shader. It's an awesome effect but it comes with a couple of caveats. The shader as he designs it can only exist in a bubble, as:
The portal is ...
0
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1
answer
81
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How to achieve Quake moving lava effect using OpenGL under v2.0?
On the first boss fight level you could notice how lava moves what is not a surprise for a software renderer. But according to the Quake fandom, GLQuake was released in 1997, hence OpenGL had no ...
0
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0
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61
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In a Unity Camera Stack: how to grab a Camera's "view texture" (to be used inside of a shader)?
Here is the situation:
I have a URP Camera Stack; actually just two cameras: a perspective base & an orthogonal overlay.
I have some distortion shader (example, not mine) that "runs" ...
0
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0
answers
85
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How can I prevent height map artifacting when wrapping a texture around a sphere?
So, I have been on a bit of a journey wrapping a texture around a sphere. So, if you are reading this looking for spherical texture wrapping solutions, I would suggest checking out my last post as ...
1
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1
answer
109
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How to outline animated mesh in Godot?
this little freak, is roughly 1.3 meters tall so around 4.2 feet. In first person he is decently easy to spot but in third person he blends too easily with ground so even if he is only 4-5 meters ...
0
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0
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27
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Teeth sticking out from character clothing mask shader
So this issue happens after using a character clothing shader here
How do you have the clothing mesh hide the body mesh underneath?
i'm not sure what is causing this exactly? how do we fix this?
2
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1
answer
253
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How can I map a texture around a sphere without a seam?
I am attempting to wrap a texture around a sphere without any warping using Unity's Shader Graph. I have been following this StackExchange answer, and have semi-successfully converted their shader ...
0
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0
answers
38
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ImGui errors when trying to make a game menu
I want to make a simple game menu, but I ran into a problem where ImGui cannot stop rendering and apart from that it throws shader errors. I initialize ImGui in this way:
...
0
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1
answer
130
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A problem of sampling _CameraOpaqueTexture in Unity 2020.3
I'm using URP 10.6 and I found a wired problem. I use following code to sample the _CameraDepthTexture
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2
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2
answers
78
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How to make texture look sharper and more detailed, when you look closer?
I have this material of a rocky wall. At far it seems okay, but often when walking close by it's obvious that the texture actually has not enough resolution and seems way too blurry.
Far: https://...
0
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1
answer
100
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Iterating through every pixel in a shader - skipping pixels
I made the below shader to draw a mesh for every pixel on a texture, and color it with that pixel.
It iterates through the pixels, correctly drawing and coloring the mesh instances. However it skips ...
0
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0
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31
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Persistent Variable Issue: Incorrect Texture Index in C++/Opengl Rendering
I am attempting to render two different textures in C++/OpenGL. However, I am encountering an issue where the integer I pass as the texture index to my Fragment Shader always seems to be set to 0. In ...
0
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1
answer
48
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Should I use a full shader solution or geometry for vector rendering in OpenGL?
I am trying to create a vector rendering library for OpenGL in Rust. Currently, the goal is to produce nanovg-like rendering. I have found two approaches to doing my rendering:
The pure shader ...
0
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0
answers
100
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three.js shader to keep moving vertices of points cloud inside sphere
I am trying to achieve the effect of having a points cloud with moving points while also keeping them confined within a sphere of radius X.
I have managed to do it without using shaders but I want to ...
0
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1
answer
108
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Animating A 2D Stylized Cloud Programmatically
I am tiling the following background cloud image horizontally.
I would like to give it more character by making the top of the image deform.
I would preferably like the puffs on top to bulge bigger ...
1
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1
answer
212
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How to support Texture Tiling + Offset for custom shader
I've written a custom shader (with help) and I'm not sure why it does not have tiling & offset capabilities. What is the simplest way to add that feature to my shader?
current shader code
...
0
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0
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44
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Is it possible to extract both the color and the depth texture from one RenderTexture and use it in a Shader?
I can access the same with duplicating the cameras AND the rendertextures, but that seems like a lot of overkill of just getting the depth buffer.
I don't need a very precise depth buffer, so it can ...
0
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1
answer
42
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How to make a backdrop that supports different grid effects?
I am learning UE5 using a course on Udemy, and also trying to build a simple (as I thought) project of myself.
The game is billiards with top-down perspective. I want to make a billiards table that ...
0
votes
1
answer
69
views
How to compute visible area of a sphere
I have a number of spheres in my scene. I also have another object that I want to scale depending on the amount of a selected sphere that is visible (it can be occluded by multiple other spheres ...
0
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1
answer
81
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Custom TextMeshPro Shader doesn't render on Android
I wanted to make build of a project using custom shader for TextMeshPro text assets. It renders nicely on PC but It gives me block instead when build for the meta Quest 2. For me it looks like it ...
0
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1
answer
27
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Unity shader is changing the selectable area to the original texture it used
I know a little about shaders, but not much. I cobbled one together to to light my sprites, and it's working great if not for one thing:
I originally tested the shader with a chair texture.
I made a ...
3
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0
answers
62
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Smooth self shadow on dense foliage
I don't know how to achieve or research smooth lighting on foliage, like in this screenshot of theHunter: Call of the Wild.
The grass is translucent, but blocks light smoothly when it's tall and ...
0
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1
answer
82
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How to scale down noise intensity?
I'm currently making a planet and for that, I added noise, to create terrain on the surface. The method I'm using is creating simplex noise (that ends up looking like the image below)
And I write ...
0
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0
answers
106
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How to combine TextMeshPro Font Material with Wiggle Text Shader in Unity?
I have a Unity GameObject with a TextMeshPro component (let's call this object "White Letter"). The Font Material is using the "TextMeshPro/Distance Field" shader. This works ...
1
vote
1
answer
167
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Material Transparency is not showing in the build
I have came across a weird situation. I have a gameobject that has a standard shader material. The material rendering mode is set to Transparent. This is working fine in the Unity editor, but its ...
1
vote
1
answer
74
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Solving distortion with non-linear scaling in a shader
I am currently working on implementing an older paper in Unity to show the progression of some graphics technologies, and part of that involves sprites being able to cast shadows. A trivial ...
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0
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42
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Shader code for placing 5 smaller images in different offsets on a larger base image
I'm trying to texture atlas in realtime, with 5 smaller texture2Ds to be placed on a larger base texture2D...
This shader code only shows the first texture and not the others - and even though it is ...
1
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0
answers
134
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Expected a smoothly fading opacity in this Raylib shader, but instead it is chunky
In my main file, I create a regular icosahedron and assign the below shaders to it using the Raylib framework in C++17. I intended for the vertex shader to assign a 1.0 alpha value to points at Z=-5....
0
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0
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96
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Unity URP Invert desaturated shader effect with
I wanted to have a shader that invert and desaturate the background scene color with a mask in URP using scene color.
I made a shader within shadergraph :
And it did not render as expected, I think ...