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#hlsl — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #hlsl, aggregated by home.social.

  1. Идеальный Outline в Unity 6: Пишем эффект обводки под новый URP Render Graph

    Если вы недавно обновились до Unity 6 (или URP 17+) и попытались перенести свои старые пост-эффекты, то наверняка столкнулись с красной консолью и предупреждениями об устаревших методах. Старые туториалы по созданию эффекта обводки (Outline) через ScriptableRendererFeature больше не работают "из коробки". Unity полностью изменила архитектуру рендера, внедрив Render Graph . Старый добрый метод Execute канул в Лету, а fullscreenMesh заменили на Blitter . В этой статье мы не просто перепишем классический эффект Outline под новые реалии Unity 6. Мы решим две главные проблемы подобных шейдеров, о которых часто умалчивают в гайдах.

    habr.com/ru/articles/1022412/

    #unity_6 #urp #render_graph #outline #шейдеры #gamedev #cel_shading #hlsl #обводка #разработка_игр

  2. Идеальный Outline в Unity 6: Пишем эффект обводки под новый URP Render Graph

    Если вы недавно обновились до Unity 6 (или URP 17+) и попытались перенести свои старые пост-эффекты, то наверняка столкнулись с красной консолью и предупреждениями об устаревших методах. Старые туториалы по созданию эффекта обводки (Outline) через ScriptableRendererFeature больше не работают "из коробки". Unity полностью изменила архитектуру рендера, внедрив Render Graph . Старый добрый метод Execute канул в Лету, а fullscreenMesh заменили на Blitter . В этой статье мы не просто перепишем классический эффект Outline под новые реалии Unity 6. Мы решим две главные проблемы подобных шейдеров, о которых часто умалчивают в гайдах.

    habr.com/ru/articles/1022412/

    #unity_6 #urp #render_graph #outline #шейдеры #gamedev #cel_shading #hlsl #обводка #разработка_игр

  3. Идеальный Outline в Unity 6: Пишем эффект обводки под новый URP Render Graph

    Если вы недавно обновились до Unity 6 (или URP 17+) и попытались перенести свои старые пост-эффекты, то наверняка столкнулись с красной консолью и предупреждениями об устаревших методах. Старые туториалы по созданию эффекта обводки (Outline) через ScriptableRendererFeature больше не работают "из коробки". Unity полностью изменила архитектуру рендера, внедрив Render Graph . Старый добрый метод Execute канул в Лету, а fullscreenMesh заменили на Blitter . В этой статье мы не просто перепишем классический эффект Outline под новые реалии Unity 6. Мы решим две главные проблемы подобных шейдеров, о которых часто умалчивают в гайдах.

    habr.com/ru/articles/1022412/

    #unity_6 #urp #render_graph #outline #шейдеры #gamedev #cel_shading #hlsl #обводка #разработка_игр

  4. Идеальный Outline в Unity 6: Пишем эффект обводки под новый URP Render Graph

    Если вы недавно обновились до Unity 6 (или URP 17+) и попытались перенести свои старые пост-эффекты, то наверняка столкнулись с красной консолью и предупреждениями об устаревших методах. Старые туториалы по созданию эффекта обводки (Outline) через ScriptableRendererFeature больше не работают "из коробки". Unity полностью изменила архитектуру рендера, внедрив Render Graph . Старый добрый метод Execute канул в Лету, а fullscreenMesh заменили на Blitter . В этой статье мы не просто перепишем классический эффект Outline под новые реалии Unity 6. Мы решим две главные проблемы подобных шейдеров, о которых часто умалчивают в гайдах.

    habr.com/ru/articles/1022412/

    #unity_6 #urp #render_graph #outline #шейдеры #gamedev #cel_shading #hlsl #обводка #разработка_игр

  5. Sooo, I want to sample mipmaps in a compute shader via "sampleGrad".

    Does anyone know what the state-of-the-art is for deriving ddx and ddy for uv-coords in a compute shader?

    I don't want to store the UV's derivatives in a G-buffer if possible.

    #rendering #glsl #slang #hlsl #shader #gpgpu #vulkan #opengl

  6. Sooo, I want to sample mipmaps in a compute shader via "sampleGrad".

    Does anyone know what the state-of-the-art is for deriving ddx and ddy for uv-coords in a compute shader?

    I don't want to store the UV's derivatives in a G-buffer if possible.

    #rendering #glsl #slang #hlsl #shader #gpgpu #vulkan #opengl

  7. Sooo, I want to sample mipmaps in a compute shader via "sampleGrad".

    Does anyone know what the state-of-the-art is for deriving ddx and ddy for uv-coords in a compute shader?

    I don't want to store the UV's derivatives in a G-buffer if possible.

    #rendering #glsl #slang #hlsl #shader #gpgpu #vulkan #opengl

  8. Sooo, I want to sample mipmaps in a compute shader via "sampleGrad".

    Does anyone know what the state-of-the-art is for deriving ddx and ddy for uv-coords in a compute shader?

    I don't want to store the UV's derivatives in a G-buffer if possible.

    #rendering #glsl #slang #hlsl #shader #gpgpu #vulkan #opengl

  9. Sooo, I want to sample mipmaps in a compute shader via "sampleGrad".

    Does anyone know what the state-of-the-art is for deriving ddx and ddy for uv-coords in a compute shader?

    I don't want to store the UV's derivatives in a G-buffer if possible.

    #rendering #glsl #slang #hlsl #shader #gpgpu #vulkan #opengl

  10. We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!

    khronos.org/events/shading-lan

  11. We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!

    khronos.org/events/shading-lan
    #shading #shaders #programming #Slang #GLSL #HLSL #SPIRV #glslang #WESL #WGSL #OSL #Gigi #vkDuck

  12. We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!

    khronos.org/events/shading-lan
    #shading #shaders #programming #Slang #GLSL #HLSL #SPIRV #glslang #WESL #WGSL #OSL #Gigi #vkDuck

  13. We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!

    khronos.org/events/shading-lan
    #shading #shaders #programming #Slang #GLSL #HLSL #SPIRV #glslang #WESL #WGSL #OSL #Gigi #vkDuck

  14. We're excited to announce that the slides and videos from the inaugural Shading Languages Symposium are now available! Catch up on all the proceedings and join us next year!

    khronos.org/events/shading-lan
    #shading #shaders #programming #Slang #GLSL #HLSL #SPIRV #glslang #WESL #WGSL #OSL #Gigi #vkDuck

  15. We are very excited for next week's Shading Language Symposium in San Diego!

    This event will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and the role how new techniques such as neural graphics will play in shaping the future of real-time rendering.

    Learn more: khronos.org/events/shading-lan

  16. We are very excited for next week's Shading Language Symposium in San Diego!

    This event will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and the role how new techniques such as neural graphics will play in shaping the future of real-time rendering.

    Learn more: khronos.org/events/shading-lan
    #glsl #hlsl #osl #slang #spirv #wgsl

  17. We are very excited for next week's Shading Language Symposium in San Diego!

    This event will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and the role how new techniques such as neural graphics will play in shaping the future of real-time rendering.

    Learn more: khronos.org/events/shading-lan
    #glsl #hlsl #osl #slang #spirv #wgsl

  18. We are very excited for next week's Shading Language Symposium in San Diego!

    This event will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and the role how new techniques such as neural graphics will play in shaping the future of real-time rendering.

    Learn more: khronos.org/events/shading-lan
    #glsl #hlsl #osl #slang #spirv #wgsl

  19. We are very excited for next week's Shading Language Symposium in San Diego!

    This event will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and the role how new techniques such as neural graphics will play in shaping the future of real-time rendering.

    Learn more: khronos.org/events/shading-lan
    #glsl #hlsl #osl #slang #spirv #wgsl

  20. ✨🎨 Breaking news: yet another tech genius spends holiday break inventing a #printf #hack for #HLSL because, clearly, what the world needs now is more ways to debug shaders. 🙄 Meanwhile, in a shocking turn of events, we discover people might actually want useful tools. Who would've guessed?! 💡🔍
    abolishcrlf.org//2025/12/31/Pr #technews #shaderdebugging #innovation #HackerNews #ngated

  21. ✨🎨 Breaking news: yet another tech genius spends holiday break inventing a #printf #hack for #HLSL because, clearly, what the world needs now is more ways to debug shaders. 🙄 Meanwhile, in a shocking turn of events, we discover people might actually want useful tools. Who would've guessed?! 💡🔍
    abolishcrlf.org//2025/12/31/Pr #technews #shaderdebugging #innovation #HackerNews #ngated

  22. ✨🎨 Breaking news: yet another tech genius spends holiday break inventing a #printf #hack for #HLSL because, clearly, what the world needs now is more ways to debug shaders. 🙄 Meanwhile, in a shocking turn of events, we discover people might actually want useful tools. Who would've guessed?! 💡🔍
    abolishcrlf.org//2025/12/31/Pr #technews #shaderdebugging #innovation #HackerNews #ngated

  23. ✨🎨 Breaking news: yet another tech genius spends holiday break inventing a #printf #hack for #HLSL because, clearly, what the world needs now is more ways to debug shaders. 🙄 Meanwhile, in a shocking turn of events, we discover people might actually want useful tools. Who would've guessed?! 💡🔍
    abolishcrlf.org//2025/12/31/Pr #technews #shaderdebugging #innovation #HackerNews #ngated

  24. Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.

    khronos.org/events/shading-lan
    -V

  25. Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.

    khronos.org/events/shading-lan
    #shaders #shading #language #programming #developer #GLSL #HLSL #OSL #Slang #SPIR-V #WGSL

  26. Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.

    khronos.org/events/shading-lan
    #shaders #shading #language #programming #developer #GLSL #HLSL #OSL #Slang #SPIR-V #WGSL

  27. Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.

    khronos.org/events/shading-lan
    #shaders #shading #language #programming #developer #GLSL #HLSL #OSL #Slang #SPIR-V #WGSL

  28. Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.

    khronos.org/events/shading-lan
    #shaders #shading #language #programming #developer #GLSL #HLSL #OSL #Slang #SPIR-V #WGSL

  29. We are excited to announce the Shading Language Symposium's conference program is now available!

    Conference Program: khronos.org/events/shading-lan

  30. "Rotational Force"

    Tooll3 Tutorial on how to create your own HLSL Compute Shader Particle Force:

    youtu.be/j95VZXGAbwE

    In this video I show you how to create your own HLSL compute shader particle force in Tooll3 and the complete workflow on how to set up the operator interface, create parameters and dropdowns with defaults and useful input ranges, re-order parameters ( ;-) ), rename inputs, sort out the compute shader input buffer slots, get useful error messages, write documentation, create examples and presets and also guide you through the code and the simple example scene I created.

    I talk a bit about GPU threading and [numthreads] and I found this video very helpful to understand the inner workings of GPUs and compute shaders:
    youtube.com/watch?v=eDLilzy2mq

    Tooll3 is open source and ATM available on Windows only (although one user reported having it running on Linux in a Bottle).
    You should have a decent GPU for good performance.

    Download it here:
    tooll.io

    I did several animations with the force already:
    youtu.be/HCY5tdhlcMU
    youtu.be/H41QNp9ghWk
    youtu.be/v25vCSL967Y

    #Tooll3 #realtime #tutorial #operator #force #particle #radial #rotational #generativeart #particles #livingpainting #creativecoding #hlsl #csharp #gpu #nodes #shader #computeshader #generative #procedural #visualart