Advertisement

Latest Shader Activity

Issue with sampling octahedral probes in a fragment shader

Try forcing highp precision everywhere in the fragment shader, disabling mipmaps, using nearest-neighbor filtering, and verifying UV alignment. Compare encoded/decoded values in compute vs fragment shaders. Also check for texel padding and interpolation errors at probe boundaries.

173 views
Advertisement
PointLight troubles in directx11

I solved the problem, my normals was incorrect

1,068 views

Anyway to do DOF & MotionBlur just based on 1 image & its depthImage on Mobile platform?

Thanks!

3,128 views

hbr3ehreg said:

@Juliean 
Thanks for your reply!
Do you think Uber shader approach is something limited to linear game like Doom? It's has less variants than open world games I guess.

I don't think this really matters, I'd say the main difference there would be in spatial division, world streaming…

6,567 views
klg71
November 18, 2023 12:03 PM
Designing a Dynamic Equipment System in Unity
We want to have exchangeable equipment on our character

The goal is to give our players various items to choose from. For this example, our players will choose a weapon, armor for protection, and boots. We want to visualize these choices on the character.

The imagined system should enable quick equi…

2,817 views
enigma_dev
April 18, 2022 12:42 AM
DevBlog 23 - Light Speed VFX, Player Slow Motion, and Asteroids



The Space Jump effect is pretty simple when looking at its individual components.

Previously I created a 3D star field for the environmental rendering.

I use the 3D locations of these stars in the effect.

When the effect starts, I start cranking up the light emitted for each star.

This is done by just …

11,669 views
gregouar
September 11, 2020 03:06 PM
Approximated contact shadows from bent normals

Hi everyone,

Today I want to talk about rendering. Last time, I implemented some random dungeons generation. Since the map can get a bit labyrinthic, I wanted to find a way to help the players orientate themselves. So I decided to add torches that auto-ignite when you get close to them;

But it means…

9,546 views
khawk
January 06, 2020 04:08 PM
Reallusion Releases New Digital Human Shader

Creating realistic digital humans for real-time 3D animation is now possible with Reallusion’s new Digital Human Shader. A complete set of shaders for skin, eyes, teeth, and hair are available, along with SSS(Sub -Surface Scattering) and Micro Normal updates for iClone 7.7 and 3D character creation…

3,591 views
Advertisement
Advertisement
Advertisement