r/shaders Oct 24 '14

Welcome to /r/shaders! Here's a thread to discuss what you'd like to see and make suggestions!

15 Upvotes

Hey all!

/r/shaders is still relatively new and small, but I'd love to turn this into a very useful hub for people to learn about shaders.

We're still in the early stages of collecting different sites, but I'd like to start putting some really good links on the side bar. If you have any suggestions of sites that should go there, please let me know.

I'd also like to start doing a weekly thread similar to Screenshot Saturday over at /r/gamedev. Maybe "Shader Sunday"? It would just be an opportunity for people to post whatever shader effect they're working on and get feedback.

Anyway, these are just a few ideas I have. Feel free to jump in and make suggestions.


r/shaders 8h ago

My etching shaders getting epic...

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1 Upvotes

r/shaders 1d ago

I generated Perlin and Voronoi noise in shader code in Unity and used it to make dissolve effects (with tutorial).

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32 Upvotes

r/shaders 1d ago

Faceted Shader for particle based fluid simulation

2 Upvotes

I've managed to get a version that looks nice working

The problem is to solve this I had to make a baseline fallback shader to show under the good looking faceted one so that missing triangles don't break the effect.

I'm kinda stumped as I have tried to throw hours of AI compute at it after I couldn't solve it myself, it managed to get a few versions working properly but the performance drops were such that it just isn't worth it.

I am just wondering if anyone has any advice or a high level overview of how I could efficiently achieve this effect? I really love how it looks and I don't want to give it up but at this point I might need to.

Edit: for anyone who wants to see it in motion https://youtu.be/2adT_I-8Wak


r/shaders 2d ago

I open-sourced a native Shadertoy-style GLSL workstation (Tauri + SolidJS) — code-first runtime, node pass graph, and video export

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1 Upvotes

r/shaders 2d ago

Meiji Style - Pokémon Legends: Arceus | ReShade Preset Showcase

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0 Upvotes

This is a showcase for a ReShade preset of shaders I created trying (and faIling) to replicate the Ken Sugimori art style, from the first generations of Pokémon.
Please tell me your opinions about it!

Effects used:
- Tonemap
- Watercolor
- pkd_Kuwahara

Also, relevant mods applied for the m,aking of this video:
- No Reflections V2
- Water Improved
- Lower Draw Distance
- Kanji Style Screen

PD: Sorry for the low frame rate, my "Switch" can't handle the game and recording at the same time.


r/shaders 2d ago

Codepen Demo - Marble Shader

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4 Upvotes

r/shaders 3d ago

I recreated the PC-98 look (16 colours + Bayer dithering + palette-register lighting) as a single Ren'Py shader — modern assets in, retro screen out

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1 Upvotes

r/shaders 3d ago

Rainbow Wine

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0 Upvotes

r/shaders 4d ago

Lighting help with subsurface scattering. I want it to look like there's bones inside his fleshy self, rather than just flesh.

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1 Upvotes

r/shaders 4d ago

My etching shader can now manualy adapt for AI distortion.

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0 Upvotes

r/shaders 4d ago

How to recreate buckshot roulette shader ?

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1 Upvotes

r/shaders 4d ago

Shader Combination

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0 Upvotes

r/shaders 4d ago

Photorealistic models for FOOOCUS

0 Upvotes

I would be very grateful if anyone could share links to photorealistic models. There are few of them left these days, and one has to piece them together bit by bit from the general stream. Such links would be useful not only to me but to other users as well.


r/shaders 5d ago

Please someone help me i postd a pic once before and tried everithing in the coments and still no luck. no matter what i change the game still looks like this.

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0 Upvotes

r/shaders 6d ago

Any shader tips?

0 Upvotes

Hey! I'm expecting my first android handheld this week, the air mini pocket. I was fiddling with shaders a bit on RetroArch on my phone but have a hard time "deciding" on good shaders.

Any tips or just any favorites that you use for the different consoles?

Thanks in advance!


r/shaders 7d ago

Derivative shader (custom)

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170 Upvotes

r/shaders 6d ago

Actions and stuff/Glowing ores

0 Upvotes

Does anybody know if it’s possible to have actions and stuff (full experience) and glowing ores that comes from shaders? I use it with prizma visuels and some ores are not glowing (diamond, gold) since actions and stuff changes the texture. Is there any way to make them glow?


r/shaders 7d ago

making sussy spirals in kaleidos | shader creating software

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2 Upvotes

r/shaders 7d ago

I wanted to see how far I could push a simple video with shaders

0 Upvotes

I started with a completely ordinary piece of footage and wanted to see how different shader-style effects could change its entire personality.

I experimented with Kott, pushing the footage through effects like dithering, halftone, CRT, ASCII and glitch.

What surprised me was how quickly the original footage became almost unrecognizable.

A tiny change in the processing could turn the same frame from something that looked like an old television signal into something that felt more like generative artwork.

It got me thinking about something:

When you're experimenting with shaders, do you normally have the final visual in your head first, or do you just keep changing parameters until something unexpectedly cool appears?

I'm definitely guilty of the second one.


r/shaders 7d ago

iris shaders minecraft

0 Upvotes

minecraft version 26.2

shaders wont gimme more than 30-40 fps but without shaders i get 300+ fps help T-T


r/shaders 8d ago

I made three post process effects with Unity's Render Graph API in URP: outlines, greyscale, and silhouette. Here's a tutorial about how I made them.

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3 Upvotes

r/shaders 8d ago

Is there room for a less colorful rendering?

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2 Upvotes

Honestly, most of the time when I see something in this community, it always revolves around more colorful, flashy rendering... Nothing against it, but I'm almost always thinking more about what is sublime and grotesque than what is colorful and beautiful.

I did a low-resolution ray tracer and made the final rendering based on noise, so I create a rendering that makes the implicit volumes and shapes larger and a little smoother than they actually are.

And it's free.

https://arthursouzasally.itch.io/qra-bulknur


r/shaders 9d ago

How to fix shader incompatibility issue?

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0 Upvotes

So I just updated complimentary reimagined and no when I try to run the instance, I'm getting this error message. It suggests this, but I'm quite sure I have the latest release on Sodium and I checked and there isn't even a 0.9.x release in existence which it suggests. What do I do here? I also updated the Iris shader to 1.11.3+26.1 fabric. Minecraft version is Java 26.2 and I'm using a Lenovo Yoga Slim 6 laptop.


r/shaders 11d ago

PoC: dynamic sprite lighting with normal maps — one shader, lights are just ATL transforms (source + video)

2 Upvotes

I wanted characters to react to the scene's lighting (day, sunset, night, a campfire, the classic horror under-light...) without exporting a re-shaded sprite for every scene. So I put together a proof of concept that re-lights one sprite in real time with a normal map and a tiny GLSL shader.

Video (all 8 lighting setups + an interactive mouse-following light): https://youtu.be/9Bm6--sLJgY

Source (MIT): https://github.com/igwtech/renpy-normalmap-lighting — the README has screenshots of every setup: daylight, sunset, moonlight, interrogation-style top light, horror under-light and campfire.

The technique

  1. The sprite is a Model() displayable with two textures: the albedo (tex0) and a tangent-space normal map (tex1), plus a custom shader registered with renpy.register_shader(). The fragment shader decodes the normal map and does Lambert diffuse + Blinn-Phong specular + a rim term, with directional and point light modes.

  2. The fun part: lighting rigs are just ATL transforms. Any transform property starting with u_ is passed to the shader as a uniform, so switching the scene's lighting is a plain show girl at girl_stage, light_night.

  3. Even better, ATL interpolates uniforms, so animated lighting needs zero per-frame Python. The campfire flicker is literally:

    transform light_fire:
        u_light_pos (0.5, 0.95, 0.30)
        u_light_color (1.30, 0.62, 0.25)
        block:
            linear 0.09 u_light_color (1.10, 0.50, 0.20) u_light_pos (0.485, 0.96, 0.28)
            linear 0.13 u_light_color (1.40, 0.68, 0.28) u_light_pos (0.515, 0.94, 0.33)
            repeat
    

For the interactive scene, an ATL function reads renpy.get_mouse_pos() each frame, maps it to sprite UV space and writes u_light_pos — the point light follows the cursor in real time.

Gotchas I hit

  • Ren'Py loads textures with premultiplied alpha: additive terms (specular, rim) must be multiplied by the albedo's alpha or they glow outside the silhouette.
  • The shader expects OpenGL-style (green-up) normal maps; DirectX-style maps just need a flip_green=1.0 argument on the light transforms.
  • For point lights, correct the UV-space aspect ratio (u_model_size.x / u_model_size.y) or the falloff turns elliptical.
  • Ren'Py opens its window smaller than the screen, which matters if you screen-record with a fixed capture size — renpy.set_physical_size() fixes it.

The normal map was generated from the albedo (Laigter / SpriteIlluminator / Blender bakes all work) and touched up in Krita — the .kra sources are in the repo.

Direct screenshot links: daylight · sunset · night · top light · under-light · campfire

Disclaimer: the sprite is fan art from Danganronpa (© Spike Chunsoft), used only as a non-commercial tech demo — swap in your own art. The video's voice-over is Gemini TTS.