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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. Oriol Engine: как мы решили проблему кросс-компиляции шейдеров

    ${habrauser} , Привет! При разработке игрового фреймворка Oriol Engine (которая, к слову, до сих пор ведётся) мы столкнулись с проблемой написания шейдеров для Cross-API рендеринга. В RHI-слой данного фреймворка было запланировано добавить поддержку таких графических API , как DX11/DX12 , OpenGL и Vulkan . И вот тут возникает вопрос: как же писать шейдеры на одном языке и обеспечить их поддержку на других графических API ?

    habr.com/ru/articles/963306/

    #HLSL #glsl #шейдеры #компиляторы