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2 votes
2 answers
454 views

How do materials and shaders work in graphics programming?

I stumbled upon a few videos about shaders and materials from The Cherno and my understanding is that materials are this sort of input that a shader takes to calculate an output instead of hard coding ...
Konjointed's user avatar
0 votes
0 answers
44 views

Efficient Implementation of Dynamic Snake-Like Body in UE5: Seeking Advice on Optimized Approach

Platforms: iOS, Android, and PC. I want to implement a snake body that can dynamically grow in length, narrow, and bend (simulate body movement, similar to bending in an arc). I'm using UE5, and ...
Toki.u. Doki's user avatar
1 vote
0 answers
288 views

Use of a Global Shaders in Unreal Engine to apply some pre-processing operations

I'm a little experienced in Unreal Engine, but I don't know the Unreal's graphics programming from a very low level. More in details I would like to know how could use an Unreal's Global Shader to ...
Giuseppe's user avatar
0 votes
1 answer
193 views

Tessellation shaders not working, no objects drawing on screen

Using this tutorial https://learnopengl.com/Guest-Articles/2021/Tessellation/Tessellation and this tutorial https://www.youtube.com/watch?v=21gfE-zUym8 I implemented tessellation shaders that I haven'...
Chillzy's user avatar
  • 47
0 votes
0 answers
120 views

Gaussian blur only blurs the interior of primitive?

I cannot work out why my blur shader based on this example affects only what's inside the illuminated sphere. Below is the loop I'm using to blur an HDR framebuffer 5 times horizontally and vertically ...
Sina Dasht's user avatar
0 votes
1 answer
283 views

Unity Shader - Moving one texture around and on top of another texture

I have a shader that applies a texture to a sphere with lighting, making it look like a nicely lit planet: The code for my shader is here: ...
Cato's user avatar
  • 103
1 vote
1 answer
922 views

Unity: Alpha and color issues with opaque projector/decal shader

I have been attempting to make a simple "overwrite" version of Unity's projector shader. I can either respect the color, or respect the transparency, but not both. I have simplified the ...
Zoop's user avatar
  • 161
1 vote
1 answer
2k views

How to position/transform vertices for 2D UI in shaders?

I am building a 3D engine and have a rendering abstraction that focuses on writing shaders. Most my 3D shaders have gl_Position output like: ...
kevzettler's user avatar
0 votes
0 answers
81 views

Gamma adjustment slider implementation

Various online sources talk in sufficient detail about gamma correction. By following them, I achieved a rendering pipeline that looks somewhat like this: ...
ZalewaPL's user avatar
  • 113
0 votes
3 answers
345 views

weird behaviour doing simple XMMATRIX multiplications

I have the following function: ...
rekotc's user avatar
  • 163
1 vote
1 answer
3k views

Rendering clouds similar to Sky: Light Awaits?

I'm interested in adding clouds to my game, with a style similar to those in Sky: Light Awaits You can see them in motion in these videos: (Starts at 26:00) https://www.youtube.com/watch?v=ttIo9miMizE ...
Alpha Mistral's user avatar
1 vote
1 answer
1k views

Does it make sense to do more calculations in the fragment shader if there are more vertices than pixels?

I'm very new to graphics programming, and as I understand it vertex shaders are called per vertex and fragment shaders are per pixel (ignoring anti-aliasing). When it comes to optimization all sources ...
ragemagic's user avatar
0 votes
1 answer
2k views

What does declaring a const float within a function do? (CGFX)

I've been working with this piece of code to get the mip map level that I should sample for a texture that I got off a forum somewhere. I noticed that they use a const float. Now from what I ...
Samuel Dresser's user avatar
2 votes
1 answer
2k views

One Giant Shader VS Many Small Shaders

I am building forward rendering engine combined with atlas shadow map technique. My goal is to build an engine that is capable of rendering similar scenes from games such as.. Doom Overwatch So I ...
Blue Bug's user avatar
  • 1,112
0 votes
1 answer
628 views

How shader program still works even after detaching shader object?

In the following process of shader creation, shader object is detached after linking program (glLinkProgram), how does the shader program still works after detaching and deleting shader objects? ...
user2259784's user avatar

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