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How do int textures work in ComputeShaders?

I'm having trouble understanding how to write into a RenderTexture with an integer format (e.g. [RGInt][1]). The following code leads to a completely black texture but by my understanding, it should be...

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HLSL convert float to int losing precision

I have the following frag function in my vertex shader: (the rest of the shader is the Sprite-Default shader that ships with Unity). float4 SpriteFrag(v2f IN) : SV_Target { float4 c = tex2D (_MainTex,...

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HLSL bit shifting

I have a sprite that I am trying to enable palette swapping on. I've written a tool to iterate over the color values in the sprite and encode the colors palette index within the first(?) two bits in...

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regarding Shader Optimization

I have a shader with 3 seperate effects on it. 2 of the effects are mapped using textures (named "_TeamTex" and "_MuzzleTex"). If the effects shouldn't trigger, the base texture _MainTex should be used...

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Cell Shading Using 2D Renderer?

Hi! I've been messing around with ShaderLab and ShaderGraph, trying to make a 2D Cell/Toon Shader, that replicate the one in [Laigter][1]. (awesome software btw) ### Where I'm at: ### Currently I have...

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How can I add Color property To This Shader

I want to change the color of material. Texture is working But how can i add COLOR property to change material color. Thanks. Shader "Custom/Jelly" { Properties { _MainTex ("Base (RGB)", 2D) = "white"...

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Trying to make a raymarching shader

I'm trying to make a raymarching shader in unity thats currently only meant to display a simple circle. But for some reason it just doesn't want to work and is only showing the background colour i set....

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Sharing code between shader and c# - how?

Hi Everyone, With the new Unity.mathematics library we can now write more or less identical code for (compute) shaders and c#. Fantastic! But *really* great would be if I could use a single source file...

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How to learn HLSL?

I am trying to make a custom lighting system for Unity to solve some strange problems I have had with the native lighting system. For this I have opted for a script partnered with a shader, and for...

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Is there a default / built-in vertex shader so I can avoid the boilerplate?

I'm writing a custom shader, but the crux of the code is present in the fragment function. The vertex function is pretty much just boilerplate and "wasted space". When writing a post-processing shader,...

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Splat Map with transition texture?

Hi! I have been following [catlikecoding's tutorial][1] on this terrain editor and i need help figuring out how or where i would add a texture to the shader in order to transition from one texture to...

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how to debug shader on android

is there anyone who helps me to do debugging hlsl shader on an android device? In case of window, I have been debugging it with renderdoc as below. ![alt text][1] And now, I've tried to debug it on...

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How to not have custom node variables be global across all material instances

Hi there! I wrote a shader in HLSL but I needed to switch to Shader Graph cause I wanted easy, flexible lighting. I'm working in URP with Unity version 2020.3.25f1. However I needed to put some of the...

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How to use the compute shader to sample the depth map under URP and calculate...

Here is my code, but the output is always weird. compute shader: #pragma kernel WaterSplash struct Particle { float3 position; float lifetime; float showScale; }; RWStructuredBuffer particleBuffer;...

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Shader - Cant use TransformObjectToWorldNormal and TransformObjectToWorld

Hi i created an unlit shader and i trying to use the functions TransformObjectToWorldNormal() and TransformObjectToWorld(), and i keep having console erro of: undeclared identifier...

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what is criteria shader requires loop unrolling?

Hello, everyone, I'm implementing Volume Rendering using [this](https://github.com/mlavik1/UnityVolumeRendering). And then, this example code uses the `tex3dlod` function to sample 3d texture. When I...

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Is there a list of Shader input struct naming conventions?

Warning: I don't know much about shaders, so please bear with me. I was trying to go through the default Unity shader, and encountered the following code: struct Input { float2 uv_MainTex; }; From a...

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Normal edge mapping with neighbouring heightmaps

Hey All! I have a question that has been dogging me for a while. I'm working on a project using extremely high resolution (5cm) Digital Surface Models (DSMs) with 5cm orthomosaics over a ~5km^2. I'm...

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Defining extra vertex data in image effect shader v2f struct?

In the vertex to fragment struct of this image effect shader, I want to add a float3 that represents the direction between the camera and the vertex. But I'm still new to shaders so I don't really know...

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Smoke simulation has many jaggers only on the emission entry.

I tried to simulate the smoke emission process with compute shader. After calculating the density of particles with NS equation, I used ray marching to display the animation for each frame. However,...

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How do I get the depth texture from a hlsl shader? (HDRP)

I'm trying to simply sample the camera's depth texture from an hlsl shader. Supposedly all you need to do is declare a sampler2d "_CameraDepthTexture" but this has not worked for me. I've tried...

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Compute Shader cannot unroll loops,Compute shader cant untroll loops

Hey! I've been working on outsourcing neural networks onto the GPU. Since I am a beginner with hlsl (but I think I got a basic idea of hlsl etc now), this takes me so much time. While I thought I'd be...

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Canvas Image UV change on play mode (Shader Lab)

Hello everyone, i need help regarding shader so i just wanna lerp 2 image using main texture uv. its working in editor mode but its not working in play mode. anybody knows something about this ? Editor...

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Nvidia HLSL extensions

Is there a way to use [Nvidia's HLSL Extensions][1] in Unity shaders? Specifically I'm interested in [timer instrumentation][2] and [shader execution reordering][3] in ray tracing shaders. I can...

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Attempting to bind Texture as UAV without Flag error.

Hey I am new to compute shaders and have been playing around with a pixelation and palletization shader, but after a bit of poking around It started erroring on the line "color =...

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HLSL Shader gives error, output parameter 'Direction' not completely initialized

I've been following a tutorial over a cel shader and I've been getting an error that only I seem to have. The error says, Shader error in 'Master': 'MainLight_float': output parameter 'Direction' not...

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Unity URP shader does not update

I have .shader file and .hlsl file which included inside the .shader. When I make any code update in thr .hlsl file, changes don't occur in the editor, even if I recompile the shader and press play it...

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Bad compute shader performance using millions of threads, even with empty shader

I'm trying to create a Newton particle simulation using compute shaders. In order to visualize it I calculate every particle position and project it onto a RenderTexture. There are several examples...

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Applying a texture to the moon in a skybox shader

so, I have this Skybox shader in hlsl which I'm editing on top of where I need to properly Wrap UV so I can Apply the texture to the moon properly... I have tried a few things but all seem to distort...

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Point cloud selection via pixel color

I currently have a custom point cloud shader for Unity. The point clouds are represented as a collection of meshes, each point being a vertex in a mesh. The shader displays a billboard/quad with...

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