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Latest HLSL Activity

How to Fix the Reflection in My DXR Setup?

I still dont see the clouds in the water

1,602 views
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Optimizing Screen Space Reflections in Unity

I think I found the correct method.
I have been looking around more for some implementations from others where they march in the texture/uv space instead of world or view space. I found one that seemed to work correctly and adjusted my code to follow it.

float3 sPosVS = posVS;
float3 ePosVS = posVS + …

1,402 views
How to sample a R8_UINT texture in hlsl?

pixelhistory said:
@Juliean thank you Juliean, using Load resolved this problem!

Glad to hear. I think I also noticed why it wasn't working: If you want to Sample a UINT-texture, you need to declare it as UNORM, not UINT, like DXGI_FORMAT_R8G8B8A8_UNORM. This will not change the internal format - you…

2,318 views
PointLight troubles in directx11

I solved the problem, my normals was incorrect

1,151 views

Hi guys,

I've been sort of debugging this code for about two weeks at this point and I cannot for the life of me figure out what's wrong with it. This is my first ever shader and besides the fact that if statements DO not work and there aren't any warnings about it I think I wasted a total of 40 hou…

2,836 views
hanna8
February 12, 2024 10:45 AM
Room 8 Group’s R&D Unit Unveils REI, an Open Source Tool Enhancing Game Porting and Development

Room 8 Group’s Game Development team for PC & Console (Dragons Lake), has made its innovative Render Engine Infrastructure (REI) tool available as an open-source solution. Initially developed to transform game porting, development, and preservation, REI is the result of tireless work carried ou…

10,180 views
Making 2.5D Game in Unity – Part 2

In this part of the 2.5D Game in Unity series, we will write a shader to resolve the depth issues that appeared in the scene we created.

As we observed in the previous part of the tutorial, moving the camera results in rendering order glitches.
This issue originates from the way Unity renders sprites…

9,238 views
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