Latest Shaders Activity
This article was originally published on GameDevDigest.com
This issue has a bunch of great shader posts, animation related posts, and lots more. Enjoy!
Grass System Extension : Cutting - Here’s the post that explains how to extend the grass system to add the much requested feature to cut grass. The p…
LorenzoGatti said:
the screenshot only shows high quality but otherwise unremarkable still images
I saw a “Paper Mario”-type animation there. But yes, a description here is called for. And if pseudojester doesn't come back and continue the discussion, he's probably spamming us (pushing “sticker…
Hi,
In my custom engine, I'm using SSBOs to store the data in a normalized maner, I then access the data from the shaders as you can see in the glsl code bellow.
What are your oppinions on this practice?
Could all these indirections be problematic?
#version 460
#extension GL_EXT_nonuniform_qualifier: e…
Hey, all - I'm looking for a general artist to join my project, someone who can do some of the following: simple 3d modeling/rigging/animation, a few simple shaders, and perhaps some concept/story art. Art styles I enjoy are: Journey, Final Fantasy XII (but simplified a lot), and Tenderfoot Tactics…
Are you visualizing the normals correctly? It looks like the black is just negative values. You should do something like this to debug normals so that they are in [0,1] range:
gl_FragColor.rgb = n*0.5 + 0.5;
The colors are also much too saturated. If rendered with correct gamma, it should be lighter …
Thank you for the reply and giving an helpful and insightful explanation!
For future viewers, this is how my sphere looks like now, also, here are the correct coordinates
float vertices[] = {
//top-north-east
0.0f, 1.0f, 0.0f,
0.0f, 0.0f, 1.0f,
1.0f, 0.0f, 0.0f,
//top-north-west
0.0f, 1.0f, 0.0f,
-1.0…
dpadam450 said:
Depends what techniques but yes you can use the last frame and the last frames camera matrix to take a texel from current frame into where it was rendered in the previous frame and use that coordinate to lookup where the texel would have been rendered in the prior frame.
I wasn't sugg…
I'm working on building my overworld (similar to the open areas of ps1 era Final Fantasy games). I overlaid a hand drawn image of my world map on a terrain in unity, and I raised the terrain for the continents to an even level so I have continents and then the lower water level. I can continue to d…
@cgrant That's a good point, but the binary shaders were working before I added a third shader output! And I was testing multiple 5+ shader outputs per fragment shader on my previous engine.
@fleabay Thank you for your suggestion, this is the only unsupported content, up to 4.6 is completely support…
I don't, it was just a suggestion.
51mon said:
This might require a bit of experimentation on my end + benchmarking etc.
yes.
Having the counter incremented in LDS is a nice idea. Notice, you can use the three arguments InterlockedAdd() function call to get immediately the older value of the counter and you use it to compute the offset…
@ddlox thank you for taking the time out to answer, your answer is perfect. have a great day
https://github.com/Starconstructor/KaoticEngine/tree/compute
The above is my issue branch. Rn it completely crashes my computer. Is there some sort of tutorial or source code that someone can recommend for coloring a texture with compute shaders, and then writing it to the framebuffer directly?
@MJP Thanks for your reply. You were right, I was sampling using the wrong coorddinates. I have fixed it now, thanks!
@Tom Sloper sorry about that.. didnt read the rules before posting.. I just described my experience following the tutorial i linked to, dont want to hire anyone.. there is a bunch of questions in there:
1) why does the "sprite unlit graph" shader shows no preview? the “sprite lit graph” does.. (4:44…
I'm trying to send arrays of colors and floats to my PBR Shader from a script and access them in Shader Graph:
// From Script....
// no an array but using this to access the arrays below...
material.setInt("baseColorsCount", baseColors.Length);
// Array
material.SetColorArray ("baseColors", baseC…
I had many problems with understanding shaders, but after getting a grasp - it is so easy, convenient and powerful! I present to you my twisted version of understanding this, hoping it will help other aspiring devs ?
This is my slow path from a total noob to a less-noob-ish shader programmer ? It wi…
As far as I'm concerned, GL_OUT_OF_MEMORY does not work. I get no image if the memory request is too large. In fact, the time it takes to set the first and last entries in the memory array is around 0.001 seconds - until I hit a memory size that GL cannot handle and the time jumps to 10 seconds and…
Hello. In my project in Unity I have a ScrollView. Scroll panel in Unity has the next structure.
Viewport has Mask that makes visible elements of Content only inside this mask.
When in Content I have an Image that uses a material with my custom shader (just a color gradient), this image becomes visib…
Issue #25 - Render Pipelines, Memory Management, Editor Scripts, DOTS/ECS, Shaders, Great Assets, Pl
*Read the full newsletter originally posted with its original formatting at GameDevDigest.com
Directional Shadows - This is the fourth part of a tutorial series about creating a custom scriptable render pipeline. It adds support for cascaded shadow maps.
Catlike Coding
See Through Walls …