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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. 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

  3. 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

  4. 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

  5. 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

  6. 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

  7. 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

  8. ✨🎨 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

  9. 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

  10. 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

  11. 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

  12. 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

  13. 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

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

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

  15. 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

  16. Khronos announced the inaugural Shading Languages Symposium, that will take place on February 12-13, 2026, in San Diego, California. The symposium will bring together developers, implementors, researchers, and technical artists to explore the current state and future development of languages and real-time technologies. The open call for submissions for the symposium closes on October 12, 2025.

    khr.io/1le

  17. Зажигаем миллиард цветов миллионом строк

    Надругательство над C# , C++ и HLSL , игрища с булками и буферами, тройная полиглотность, SIMD , пепекторы, DirectX , экономия 800 Тб ОЗУ, быстрая степень и многое другое. В этой части я расскажу и покажу, как делал софт на собственном фреймворке, который управляет ядерной подсветкой и механической видеостеной. Осторожно, трафик!

    habr.com/ru/articles/902040/

    #c# #net #C++ #hlsl #directx #подсветка #мониторы_и_тв #simd #ненормальное_программирование #программирование

  18. Feel the pulse of life inside of you.
    Your heart, your breath, your energy.
    Listen close and listen well.
    This is the real you.
    The one that you have to take good care of.

    Exploring Tooll3 "Main" with SDF-fields and custom Turbulence.

    #Tooll3 #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #audioreactive #soundreactive #audiovisual #Zen #wuwei #dao #taichi #chigong #flow #beherenow #visualiser #mastoart

  19. "The Engine of Time"

    This is how time is made, from quantum streams of energy in perpetual flux, the rhythm of life itself.

    · · ·

    Finally trying out the new version of Tooll3 ("main") that now offers SDF fields for selection, as forces and for raymarching.

    #mastoart #Tooll3 #SDF #fields #force #math #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #soundreactive #Zen #wuwei #dao

  20. "URBANFLOW.art" #Physarum #Simulation

    So my research and development is bearing fruit:
    Today I tried out using my new physarum force with SDF-text in the form of our Media·Art studios name UrbanFlow.art
    And together with several other forces this turned out beautiful!

    #mastoart #Tooll3 #realtime #newmediaart #abstractart#particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #sounddesign #Zen #opensource #recording #soundscape

  21. "Stream of Consciousness" · Physarum simulation

    From a diffuse field of feelings, ideas and outer impulses our mind creates streams, fields and rivulets of ideas and thoughts.
    Some solve complex problems, some decide what to wear or eat, most are circular movements without a real purpose.

    Quantum fields dancing.

    · · · · · ·

    #Tooll3 #realtime #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #audioreactive #soundpaint #bitwig #physarum #simulation

  22. "Physarum 1.0"

    This is especially cool, since it integrates with all other forces, here I use for instance a custom turbulence with symmetry and the angular force for a more geometrical look

    Full version in 4k 60fps on YouTube:
    youtu.be/LnqaCWVH9EU

    #MastoArt #3d #Tooll3 #synthmaster3 #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #soundreactive #sounddesign #Zen #dao #math

  23. "Physarum 1.0"

    After another day in the HLSL code for my Physarum Force for the particle system in Tooll3, I achieved a first version of agents that follow their own pheromones.
    I also added several parameters for a wider range of control. 😎

    #mastoart #Tooll3 #synthmaster3 #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive #soundreactive #sounddesign #Zen #wuwei #dao #math #3d

  24. Is there a shading language that isn't just a fever dream from 1970's language design?

    #glsl #hlsl #slang

  25. "The Force"

    Next step in my simple look-ahead agent force R&D for Tooll3, written in HLSL as a compute shader.
    This one is looking ahead and a bit to the left and right and determines where to go based on where it is brightest.
    For that, I feed the resulting rendered frame back into the force.

    Generative sound in #Bitwig Studio using #Synthmaster3

    #tooll3 #hlsl #shader #force #particles #MastoArt #flocking #motiondesign #realtime #animation #audiovisual #abstractart #noai #proceduralart #zen

  26. Supongo que como tienen dinero a espuertas pueden seguir intentándolo.

    Los drivers de las #Intel Arc utilizan #DXVK como implementación de #Direct3D en los casos que sea más rápido que la emulación de #D3D12 propia. gamingonlinux.com/2022/12/inte

    #NVIDIA también utiliza DXVK en #RTX Remix. gamingonlinux.com/2022/09/nvid

    Hace no mucho #Microsoft anunció que Direct3D pasaría a utilizar #SPIRV como lenguaje de shaders intermedio. Es decir, el #HLSL se compilará a SPIR-V en vez de #DXIL. Ya no hara falta hacer budú en DXVK para poder utilizar los shaders de Direct3D con drivers #Vulkan. (devblogs.microsoft.com/directx). Mientras no se marquen un embrace, extend, extinguish…

  27. "Blip Circularis II"

    After a week at the cottage in the woods, experimenting with projection mapping and photogrammetry (more about this soonish), we're back in Berlin.
    I found this old experiment that I never finished and gave it another go.

    youtu.be/0NFqfkfn2Uw

    Soundtrack is 100% #synthmaster3 with subtle audio reaction in the visuals.

    #Tooll3 #realtime #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #audioreactive

  28. "Songs of the Microcosm"

    The sirens of the deep
    Sing their sad songs of sorrow
    Lost life, lost hope, lost love
    Fading away...

    youtu.be/i-JP5P7QIWw

    Tooll3 in autumn with the days getting short and cold.
    A soundtrack in #KV331 #synthmaster3 and #unfilteredaudio #battalion.

    Keep warm my friends!

    #Tooll3 #realtime #newmediaart #abstractart #generativeart #particles #livingpainting #creativecoding #hlsl #gpu #shader #generative #procedural #visualart #sounddesign #Zen #wuwei #dao #mastoart

  29. "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

  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

  31. "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

  32. Finally got #HLSL -> #spirv -> running in #bevy! Just a simple compute shader for slope/normal/ocean detection at the moment. The spirv inpsector at khronos.org/spir/visualizer/ was a life saver! also, this is the first time ive use the build.rs in #rust suuuper handy for automatically recompiling the hlsl. Feels like bevy's Dx12 backend might need some love since i had to switch back to vulcan but so happy to have actually got it running.

  33. "Ghost Drums"

    When your friendly house ghost decides to get into drumming.

    But lacks the substance to really hit things clearly and in time.

    Nonetheless enjoying himself immensely.

    Dancing with the sound...

    4k on YouTube:
    youtu.be/643K_8KJjkg

    #Tooll3 #madewithTooll #realtime #generativeart #generative #motiondesign #creativecoding #particles #newmediaart #datasculpture #abstractart #audioreactive #hlsl #noise #bitwig #visco #glitchmachines #MastoArt #3D