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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What specific lighting property creates "the unity look"

Nearly all unity games have specific "unity" look. It is quite obvious that it is caused by the rendering pipeline and shading, but I was wondering which specific part is responsible for ...
Tribski's user avatar
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Pass texture array into shader and paint mesh vertices depending on vertexattributes

Well, I'm a newbie with shaders, I'm just trying to paint a mesh depending on the vertex attribute passed with one or another texture. The idea is to achieve this, for example: For this, I have been ...
z3nth10n's user avatar
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Use of a Global Shaders in Unreal Engine to apply some pre-processing operations

I'm a little experienced in Unreal Engine, but I don't know the Unreal's graphics programming from a very low level. More in details I would like to know how could use an Unreal's Global Shader to ...
Giuseppe's user avatar
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How can vertex position can be converted to fragment position?

I started learning open gl and graphics programming for a while (im using open tk as im working on c#) so i finally came across lighting where you make the ambient diffusion. Im pretty sure that you ...
Alex Mathew's user avatar
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Custom Shader leads to wonky clipping

I have a custom shader that will change vertex heights based on texture color. My big issue is that some areas of the mesh texture peek through when they should be hidden. What's going on here? plane ...
Jacksonkr's user avatar
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Prevent color adjustment in ViewportTexture

In Godot 4.1.1, I'm trying to use ViewportTextures to capture values generated by some shaders for use in another shader. One SubViewport is capturing the result of an unshaded spatial shader on a ...
stewbasic's user avatar
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Fade edges of 2D spline-mesh

I'm re-writing my Unity game in Raylib and are trying to recreate a path/road-shader I made with Shader Graph. The first picture is how it looks in Unity, with faded/blurred edges. The path is a 2D ...
Johan Tovesson's user avatar
2 votes
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Simple shader to draw lights on a skyscraper

I have some basic shapes in the background of a scene that represent a small city. There is a stage where the scene becomes a nights scene. I would like to have the city come to life at night with ...
Charl Cillie's user avatar
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Concept Shader to achieve such Toon/Graphical Novel look style

Hi to all, I have no clue how to achieve this kind of style (DallE Ai picture) by having a shader and custom textures applied to a 3D object. I see an outline (maybe sobel on normals and depth), and a ...
Matthyou's user avatar
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What are the Godot equivalent to these Unity types and Functions for graphics processing?

Here are some unity types in this script: https://github.com/aras-p/UnityGaussianSplatting/blob/main/package/Runtime/GaussianSplatRenderer.cs which I am trying to convert to Godot: ...
Ethan's user avatar
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Connecting circles of the same color

I've been following couple tutorials on making blobs with connected colors, and it works fine, but I have issues modifying it. I'm spawning circles with dot gradient of certain color. Then in a shader ...
John's user avatar
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How do I add URP lighting reaction to the following handwritten shader?

I'm on Unity. I'm not very experienced with shaders nor shader graphs, but I managed to get this one to work on URP. Currently I'm changing the light intensity or brightness "manually" with ...
Kepol's user avatar
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Transparency on sprite rig using URP to hide sections of sprites based on sorting order in Unity

I've been trying to crack this all day, spent a lot of time experimenting with the stencil buffer and while I was getting some interesting behavior, I was not getting what I intended. I would like to ...
Bjorn The Fire's user avatar
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112 views

Creating a fake point light with empty object in the Unity shadergraph

I'm trying to create a fake point light from an Empty object with the shadergraph. This is a Blender prototype of the effect i'm trying to create. In Unity I do get the light mask to work somewhat as ...
hurmeli's user avatar
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Is it possible to activate/deactivate depth writes in geometry shader?

I'm trying to achieve rendering to multiple targets with multiple viewports. Currently it does not work possibly because I have a single depth buffer so a first write to it with a specific viewport ...
philB's user avatar
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How can I dynamically change the skin and blush colours of an animated sprite's face in Unity?

I want to achieve this effect in unity when processing my sprites before After I was thinking that I could use two color pickers to tell a shader only to create a gradient if two colors share a ...
hello's user avatar
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5 votes
1 answer
206 views

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 ...
Ghoul Fool's user avatar
1 vote
1 answer
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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 <...
Miguel Myers's user avatar
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1 answer
56 views

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 ...
Majs's user avatar
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1 answer
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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 ...
OtakuFitness's user avatar
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1 answer
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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. ...
AleVerDes's user avatar
1 vote
1 answer
38 views

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?
Ghoul Fool's user avatar
1 vote
0 answers
196 views

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 ...
Pantra's user avatar
  • 11
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1 answer
207 views

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 ...
Majs's user avatar
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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. ...
Nikhil Nair's user avatar
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1 answer
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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 ...
Nikhil Nair's user avatar
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1 answer
90 views

Cubemap rotation

I have a skybox with stars cubemap So, how can I rotate stars cubemap on Z axis using "Rotate About Axis"?
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1 vote
1 answer
74 views

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 ...
Magikarp's user avatar
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14 views

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 ...
Zeke Sanders's user avatar
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0 answers
73 views

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 ...
Cei's user avatar
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3 votes
1 answer
269 views

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 ...
Miguel Myers's user avatar
1 vote
0 answers
50 views

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 ...
Pinet's user avatar
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1 vote
1 answer
365 views

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 ...
dahrasz's user avatar
  • 65
0 votes
1 answer
72 views

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. ...
Nikhil Nair's user avatar
0 votes
1 answer
70 views

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 ...
Memory1's user avatar
2 votes
1 answer
94 views

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 ...
dahrasz's user avatar
  • 65
1 vote
0 answers
212 views

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 ...
Basic's user avatar
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5 votes
1 answer
75 views

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 ...
ninthtale's user avatar
0 votes
1 answer
116 views

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 ...
MaximMogulev's user avatar
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0 answers
172 views

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" ...
danglingPointer's user avatar
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0 answers
123 views

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 ...
Harper Rhett's user avatar
1 vote
1 answer
285 views

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 ...
Cei's user avatar
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0 votes
0 answers
27 views

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?
ina's user avatar
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3 votes
1 answer
514 views

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 ...
Harper Rhett's user avatar
0 votes
0 answers
45 views

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: ...
koogel's user avatar
  • 79
0 votes
1 answer
249 views

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 ...
OtakuFitness's user avatar
2 votes
2 answers
93 views

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://...
idchlife's user avatar
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0 votes
1 answer
178 views

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 ...
Wiley Rush's user avatar
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0 answers
31 views

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 ...
DDD's user avatar
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0 votes
1 answer
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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 ...
JS4137's user avatar
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