Questions tagged [vertex-shader]

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How to get struct layouts from vertex shader input using ID3D12Reflection

I am attempting to write a code generator that builds C++ structs/classes from D3D12 reflection data built using DXC. Given a simple vertex shader signature: ...
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1answer
25 views

Pass equations into shaders to define graphics - HLSL or other shaders

Is it possible with HLSL (or other popular shader languages) to pass instead of an image, an equation that would define the pixel color / position output by the shader? This would allow for more ...
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0answers
15 views

Unreal Asset export : vertex-shader

I have an Unreal asset, and we need to convert or replicate a similar visual appearance in Unity. Initially, we started converting the Unreal asset into FBX. Used MAYA to reload the content with ...
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1answer
95 views

What is the proper strategy to manage vertex buffers?

I have created a large variety of shaders for my game engine for different use cases. The vertex input for the shaders depend on what I want to do with them. For example, if I want to just render the ...
1
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1answer
55 views

Sending light data from Vertex Shader to Pixel Shader?

We have a pixel shader constant buffer that contains the light data for the item that is currently rendered. To implement tangent space normal mapping, i would need to transform each light into ...
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0answers
14 views

Send empty vertex buffer data but keep Vertex Shader Input Structure?

lets say i have the following structure defined in a header (for reusage): ...
4
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1answer
807 views

Infinite world floor grid shader

I am trying to render an infinite world floor grid, similar to this question. My project is using SceneKit with Metal Shading Language but the concepts are no doubt similar between GLSL/HLSL. Here is ...
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1answer
85 views

If I use vertex shader to do all operations on object, then constant buffer can be empty?

The program cycle is Update(); UpdatePipeline(); In Update() constant buffer for each object, that after transformations, has ...
0
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1answer
83 views

Unity mesh shader for outlining colour changes

I've written a shader to change colour on a deformable mesh's Z position. This is to create the effect of topographic/contour maps where the colour changes based on the height of terrain of the mesh. ...
2
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2answers
129 views

z ordering in directx11

Hi recently i am trying to implement z ordering system into my directx framework. So every object will have z order property(int), and this value will have higher priority than depth checking for ...
0
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0answers
434 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
1k 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, ...
1
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1answer
1k views

Morphing a 3D model into a sphere or cube using a vertex shader

I want to morph between 3d models.I found a simple OpenGL code to morphing In Graphics Shaders: Theory and Practice(page 456) but I couldn't Implement it correctly in unity. ...
0
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1answer
282 views

error X4016: SV_InstanceID semantic cannot be used with 10Level9 targets

I'm using a variant of the D3D12 UWP template that comes with VS2017 Community Edition and I have two related questions: When I add this italicized and bolded code to the vertex shader signature, I ...
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0answers
53 views

Why does this work in the fragment shader but not in the vertex shader?

I'm doing some model view and projection transforms in the vertex shader and I want to determine whether the current vertex will end up on the viewport or not. After searching a bit I found that ...
1
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1answer
2k views

Combining several passes in shader in Unity

I am very new to shaders but can't seem to find an answer to my problem. To put it simple I have created a flag shader, which can apply texture, animates and should also react to light. The problem ...
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0answers
66 views

Prevent near-plane culling in vertex shader

I am rendering a non-sphere light mesh and the standard question is how to cull: cull front faces and you loose Z-Testing benefits, cull back and you get into situations where camera is not rendering ...
1
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1answer
413 views

Does it make sense to do more calculations in the fragment shader if there are more vertices than pixels?

I'm very new to graphics programming, and as I understand it vertex shaders are called per vertex and fragment shaders are per pixel (ignoring anti-aliasing). When it comes to optimization all sources ...
0
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0answers
575 views

Drawing 2D text over 3D scene OpenGL3.3

I got a question regarding rendering a 2D text over the 3D scene in OpenGL 3.3. I followed this tutorial about how to render text in OpenGL. Although the tutorial is for C++ i ported it to Java (...
4
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0answers
170 views

How to implement a pannini projection in opengl?

I have read about the pannini projection, which involves (I think) projecting a scene onto a cyclinder instead of a rectangle. How can I implement this projection in a vertex shader? Blinky is using ...
1
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1answer
385 views

Multiple mains in vertex shader, GLSL

I have a renderer where you can define passes where you pick the shader, and a signal, each object can register a listener to that signal in order to draw himself, the problem comes when some objects ...
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1answer
60 views

Why does this floor() call appear to have no effect?

I'm trying to get an effect where my material forms a mosaic which is aligned to the material. So I slapped a simple quad in the scene with a new material on it and set a new shader to that material. ...
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2answers
9k views

What can I do with the 4th component of gl_Position?

When I set gl_Position I usually assign it such as gl_Position = vec4(in_position, 1.0) where ...
2
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1answer
867 views

How can I roll up a plane with a vertex shader?

I have plane that I want to roll up using a vertex shader, like this: I found a math demo that shows the kind of curve I want my mesh to follow. I tried implementing this in my shader code, but the ...
3
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1answer
2k views

Difference between linear and logarithmic z-buffer

I've searched about this topic for awhile and i couldn't find it on google. I've come across several ways to avoid z-fighting which are linear z-buffer, logarithmic z-buffer and reversed z-buffer. I ...
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1answer
64 views

Transform vertices in a line differently?

With a GL_LINE, is there a way to have the vertex (or geometry) shader treat the first and second point differently? i.e. In a line from ...
7
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1answer
1k views

How can I make custom character face editor In my game In an optimal way?

In many games there Is section as customize character that you can make your own character.I always love to know how can I make something like It. Even old game have this feature? but how ? For ...
8
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1answer
449 views

Why does duplicating my object cause its vertex animation shader to distort it?

I used a vertex shader (based on this example) to animate a flag waving. When I have a single flag in my scene, it works correctly. When I duplicate the flag, all of the copies become wildly ...
0
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1answer
41 views

DirectX Assembler Stage, passing same data

I'm having problems with the Input Assembler. The first time the data is passed through the pipeline, everything is fine. But, when the index buffer (with a diffrent/higher index than before) refers ...
0
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1answer
133 views

Does cube map texturing works only for objects which vertices are is in [-1,1] range?

Im attempting to texture an .obj file that is not a skybox. So the question is, every tutorial about cubemap creates their hardcoded cubes with vertices ranging from [-1, 1]. Probably not, but is it ...
4
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2answers
2k views

color individual triangles on a mesh in Unity?

I am trying to use Unity to display a model and color some triangles on the model to high light those parts of the model. I have created a scene, with a camera, a light source and a cube. After the ...
2
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1answer
993 views

GLSL - skewed parallax occlusion mapping

I'm currently trying to implement Parallax Occlusion Mapping, based off a post on sunandblackcat.com With my current implementation, I have the following: ...
0
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1answer
1k views

Unity Vertex shader recalculate renderer bounds

I've made a simple billboard gpu instancing vertex shader that manipulates the verticies of an object based on the projection matrix. The problem is that the renderer bounds does not update to ...
0
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1answer
306 views

input arrays in OpenGL vertex Shader

would something like this be valid as an input to a vertex shader? layout (location = 0) in float[6] faceTextureOffsets; I know you can use things like vec3s but ...
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3answers
881 views

Difference in Shading Using Eye Space or Model Space Coordinates

While reading on shading, I came across a section in which the artist provides 2 different kinds of fragment shading: Coloring using model space and eye space. The result is as illustrated in the ...
3
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1answer
131 views

Why do we multiply perspective * modelview * point?

A common line in vertex shaders is: gl_Position = projection_matrix * model_view_matrix * object_space_vertex; I've seen this a lot, why isn't it written like <...
2
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2answers
636 views

Why does VertexPositionColor seem incompatible with Monogame?

This question is a continuation of What causes this InvalidOperationException when drawing primitives?. I've been dealing with HLSL shaders in Monogame over the past few days. It has been extremely ...
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2answers
201 views

What causes this InvalidOperationException when drawing primitives?

I'm working on implementing a 2D masking effect in my current game. To do so, I have two textures, one for the source image and one for the mask. The source image is just a regular texture, so that's ...
0
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1answer
558 views

Shader to render objects with distance independent size

I am trying to find a way to render certain objects in my 3d scene without the effects of the perspective projection. E.g. I want them to have the same pixel dimension independent of distance to the ...
1
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1answer
917 views

HLSL How to flip geometry horizontally

I want to flip my asymmetric 3d model horizontally in the vertex shader alongside an arbitrary plane parallel to the YZ plane. This should switch everything for the model from the left hand side to ...