Skip to main content

Questions tagged [hlsl]

A proprietary shading language developed by Microsoft for use with the Microsoft Direct3D API.

0 votes
1 answer
114 views

I just recently imported a new asset package, all of the materials use the URP lit shader, no custom shaders. However, now I can't build the game because I keep getting the same errors: ...
Redsam121's user avatar
0 votes
0 answers
35 views

I know of two different ways to specify a root signature in DX12, and those are: Creating one with D3D12_VERSIONED_ROOT_SIGNATURE_DESC and ...
Joni Helén's user avatar
0 votes
1 answer
220 views

I'm decompiling a game's shaders with RenderDoc in an effort to understand them, and I encountered this segment: ...
Sir Teatei Moonlight's user avatar
0 votes
1 answer
113 views

I have an effect that I want to only write to depth. commandList->OMSetRenderTargets(0, nullptr, FALSE, &m_mainDepthStencilDescriptorHandle.getCpuHandle()); ...
TheChamp's user avatar
  • 103
0 votes
0 answers
40 views

I have a forward reflexion protocol producing a reflexion map used for final scene rendering. I can have several heights of ground we can defined as "mirrors". In order to have only one map ...
philB's user avatar
  • 333
0 votes
0 answers
54 views

I'm doing 3x3 PCF blur with either Texture.SampleCmp (from CascadedShadow demo in DX11) or Texture.Sample (DX11 SM5) like this ...
philB's user avatar
  • 333
0 votes
2 answers
225 views

I'm trying to convert a RGB color to a RGB555 format to be saved as a float in a R16F or R16UNORM texture. I have a method that works quite well using only float maths for both types of surface but I ...
philB's user avatar
  • 333
0 votes
1 answer
88 views

In a part of my level I have shadows close to the camera where a good blur is important. Currently I have implemented a 4x4 PCF, thus requiring 16 texture samplings. I'm trying to see if the ...
philB's user avatar
  • 333
0 votes
1 answer
74 views

I am facing some difficulties with the use of a cubemap shadow associated to a poinlight (represented as the yellow bicone in the picture). The shadow map itself is generated properly (see picture). ...
philB's user avatar
  • 333
0 votes
1 answer
82 views

I have an arbitrary Clip Rectangle, ranging from -1 to 1 which was obtained by min/maxing vertices after projection. I want to cull triangles in a compute shader against this particular rectangle. ...
Raildex's user avatar
  • 812
2 votes
1 answer
225 views

I'm a newbie in DX12 and trying to visualize Stencil buffer onto screen. I've been copied stencil plane slice into a DXGI_FORMAT_R8_UINT texture, but when HLSL samples this texture it just returns 0, ...
pixelhistory's user avatar
0 votes
0 answers
110 views

Well, I have this triplanar shader: ...
z3nth10n's user avatar
  • 141
0 votes
1 answer
266 views

How can I check whether my vertex and pixel shaders' input and output have data in Renderdoc? I have a problem with my pixel shader when I try to include input color. I get a black screen. When I ...
mueoc mueoc's user avatar
1 vote
1 answer
499 views

I saw Lazy Foo using OpenGL & GLSL in SDL, but I want to use DirectX 11 & HLSL in SDL. Is there a way to do this, and how?
M 027's user avatar
  • 125
1 vote
0 answers
80 views

I'm leaving a question because I ran into a problem while implementing screen space reflection. The way I do it is by sampling the position and normal map saved with deferred rendering, changing it to ...
user179368's user avatar

15 30 50 per page
1
2 3 4 5
45