Shaders Questions

2

Solved

Hi, I’m writing a shader and would like to write my own billboarding, for this I need the inverse view matrix, I’m not sure if unity will let me have this information however. Is there anyone with sha...
Sall asked 4/12, 2013 at 23:31

3

I don’t want to use the "Additive Particle" shader with my line. I want a solid color instead of the transparency. The problem is that whenever I use diffuse and try to set the color through LineRende...
Manifestation asked 12/7, 2013 at 3:11

2

Solved

There's information on how to do this in Godot 3, but not that many for Godot 4. I tried creating a shader myself but nothing seems to work. This godot 3 plugin shows kind of what I want to do. Co...
Virgiliovirgin asked 16/3 at 2:21

1

Solved

Hey guys, Can you help me out with “billboarding” a quad so that it can still be stretched forward with z axis scale. Goal is to have it face the camera / view but be transformed what would be a local...

6

Good day all, I write this because recently I've been having some problems with rendering for MultimeshInstance2D. I'm building a topdown game in the 2D engine, and I'm using grass with every blade a ...
Agave asked 11/12, 2023 at 0:50

7

WHAT IS WANT: mesh with diffuse shader and wireframe over top I have 2 shaders. one is a simple wireframe shader and the other is a simple diffuse shader. when I put 2 materials on the mesh, with fir...
Hindermost asked 9/3 at 21:2

27

Would it be possible to create a shader that mimics the fullbright colors used in the original quake, i.e. colors in a palette that are not affected by shadows?
Kingmaker asked 23/2 at 22:14

3

Solved

I’m implementing a custom camera class, and this of course involves the calculation of a view matrix, to pass to my shaders. I am using the following code to calculate this matrix: viewMatrix = Matrix...
Betteanne asked 16/5, 2021 at 16:25

1

Hi, I have this shader: Shader "Sprites-GrayScale" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} _Color ("Tint", Color) = (1,1,1,1) [MaterialToggle] PixelSnap ("Pi...
Titanesque asked 10/3, 2023 at 22:26

1

Hi! I am making a post-processing shader and need to get the view direction of a neighbor pixel for a sort of ray cast. However I can't figure out a way to get it from just the screen uv and the matri...
Schroer asked 23/2 at 19:46

1

Im trying to create a lidar effect similar to this: But I dont know how to approach the problem. To learn shaderscript is too daunting atm, so I prefer to work with the visual shader graph. Im new to...
Tzar asked 22/2 at 12:36

1

Hi, I think what i want to do is quite easy, but i'm still stuck... I want (with gdscript) to load a mesh in my scene (actually an obj, but i Can change this to gltf if it's help) and add per vertex ...
Barricade asked 11/2 at 13:52

2

Would it be possible to create a shader that would flag certain colors in a 3d texture as transparent or emissive without the need for creating masks or emission maps? Example:
Bireme asked 21/2 at 3:12

1

Hello, I'm working on a shell-based grass shader to go with my procedurally generated terrain game. The terrain is an arrayMesh, and the grass is another arrayMesh that is just the top faces of the t...
Estevez asked 17/2 at 22:2

4

Solved

I want to change the transparency of a MeshInstance3D at runtime.
Sublimation asked 16/2 at 14:41

3

hello!! i'm trying to modify the alpha channel of an on-screen mesh in one shader, and then read the screen and alter it in another shader. when i do this, though, the second shader does not produce t...
Daven asked 13/2 at 5:2

2

Hello, I've been playing around with the settings but cant get it to work so I thought id ask here. Is there a way to have my sun's shadow ignore my object (Red) and still cast a shadow(Blue)?
Derrickderriey asked 13/2 at 1:16

2

I want to set alpha clipping in my material through script (URP), but material.SetInt( "_AlphaClipping" , 1 ); doesnt work!

1

I tried a lot of different options, like a outline, a wireframe shader, but they all do not give the desired effect. Shader "Custom/WireframeShader" { Properties { _WireColor("Edges Color", Color)...
Isolative asked 26/3, 2020 at 9:36

4

Solved

Hello! I’m trying to render meshes with shader graph shaders from a custom render pass using CommandBuffer.DrawMeshInstancedIndirect. I’m passing my positions to the shader via a StructuredBuffer defi...
Abyssal asked 17/12, 2021 at 21:54

2

I have this error: Fragment program 'frag': Unrecognized sampler 'samplerunity_lightmap' - does not match any texture and is not a recognized inline name (should contain filter and wrap modes) when I...
Oh asked 24/6, 2021 at 15:35

1

ok…so i want to have images (semi - transparent) to appear in the players gui…where ever they go i want the image to appear
Whet asked 29/1, 2013 at 0:40

1

Solved

right now, I have a segmented enemy with an Animation Player that I key a shaders value with to apply it to the segment. the problem is that when I play the shader animation for one segment it does it...
Singsong asked 10/1 at 18:0

6

I was looking at the Unreal 5 unveiling video last night. It got me thinking about pushing conventional shaders to obtain such fine detail on tiny areas... something that looks similar to Nanite as fa...
Sallyanne asked 15/5, 2020 at 1:1

2

Solved

So I'm making a simple terrain shader with 4 textures that use a mask with the color channels, in blender it works fine with the alpha of that channel but in Godot it doesn't take into account the alp...
Brooking asked 29/12, 2023 at 18:5

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