Visual Studio Community on Mac will not recognize HLSL
I use Visual Community on Mac with Unity, and what to edit HLSL shaders. I find that I get some syntax colour highlighting, if I use ".compute" or ".cginc" (but not ".hlsl") file type suffixes, but no...
View ArticleShader float4 component values computing strangely
Hi, I have a blur shader and I'm attempting to make the radius of the blur dependent on the alpha value of the colour read from the fragment. Here's the horizontal pass (the vertical pass is very...
View ArticleHow do you port old shaders to hlsl so they work with the new post-processing...
I recently upgraded my project's graphics pipeline to the new lightweight srp. When it comes to shaders I'm a complete novice. I tried to port several of my old shaders that I had attached to my camera...
View ArticleHow to get Initial texture in Post-Processing Stack v2
Hello. I'm trying to write a custom post-processing shader with new **Post-Processing Stack v2**. I already have a few effects in my pipeline, but I need to determine whether I apply them or not based...
View ArticleWhy color not rendering in my shader?
Hello all, I'm trying to create a wireframe shader with inner color. So it's not transparent but has a color. So I have this shader: Shader "Custom/TransparentSingleColorShader" { Properties{...
View ArticleUnity Shader Code Help.
Hello Everyone. I was playing a game called as Stairs by Ketchapp..I could create everything but i am stuck on the shader effect that comes into the picture when the user makes a combo like thing, You...
View ArticleBizzare error with for loop and tex2D in HLSL shader
I'm trying to make two for loops within a post-processing shader for Unity in HLSL, however I'm having a weird problem. When I try and use `tex2D` on `_MainTex`, if I try to do so before the for loop...
View ArticleVert/frag shader not receiving shadow despite all relevant code being present
Hi there, I've been working on a cartoon shader for my game and have been trying to implement received shadows. I have included the necessary parts: #pragma mutli_compile_fwdbase // at the start of the...
View ArticleParticle system source code?
Hi! I’m interested in making particle systems in MMD by making a particle system in unity and somehow importing it into MMD. As far as I know, MMD takes particle systems in the form of .fx files coded...
View ArticleRecreating basic function in C#
Hi. **How would I go about computing the results of `UnityObjectToClipPos(foo).w` in c# for a given camera and world-space vertex?** I understand w acts as some sort of scale factor, and is used by the...
View ArticleHow is _WorldSpaceLightPos0 calculated for a directional light?
I want to make a custom lighting system, but I have no idea how to calculate the same values that are in _WorldSpaceLightPos0. Any help?
View Article#Include from /Packages directory
I've got a HLSL file in my Assets/Graphics/Shaders/Includes/ directory and I'm trying to get the HDRP light values from LightDefinition.cs.hlsl. This file is located within the HDRP package, and the...
View ArticleWhy won't this vertex distortion shader work as intended?
Hello. I tried writing this shader to distort my vertices' positions using a "watery" texture's grayscale. The thing is, they are always distorting by the same amount, so it looks like the sprite is...
View ArticleFind position of pixel that's currently being calculated in shadergraph...
I am creating a shader with a custom function that highlights edges on a 2D texture. For my calculations I need to know which pixel is currently being calculated. There are two ways to do this: - Use...
View ArticleSetting hlsl buffer value from c# code?
Hello, I've been working on porting a 3rd party image effect hlsl shader to Unity and I have a buffer to set for the shader to work correctly. Buffer _bSamplePattern : register(t2); My question is, is...
View Articlesampler2d object has no methods
Hello there. I'm trying to write my shader, in order to get a depth texture that has to be assigned to the camera, in order to get a black-and-white description of the distance of the objects within...
View ArticleCompute shader loop in editor
I'm working on a tool for the editor in which you can take a sprite and it blurs it for you. I'm using a compute shader with buffer approach to blur it but blur requires multiple passes. After using...
View ArticleHLSL Post Process Shader Fixing UV/Texcoord
Hey, I am trying to make a simple Wobble shader using HDRP and custom post processing in HLSL. However, I am getting black areas on the edges of the screen where texcoord's x value is not within the...
View ArticleHDRP shaders won't compile with shader model 6.3
When I build a pathtracing project with Unity 2020.1.0b1 and HDRP 8.0.1 I get errors like that. error: validation errors at 0x175e48e3398 inside block...
View ArticleMake my volumetric cloud code cast shadows
Hi, I have a cloud rendering shader that uses 3d noise and raymarching. It's a screen-wide frag shader, base on this tutorial: https://www.youtube.com/watch?v=4QOcCGI6xOU ---------- Currently, I...
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