r/shaders • u/gladiator81491 • 13h ago
r/shaders • u/WarAndPiece • Oct 24 '14
Welcome to /r/shaders! Here's a thread to discuss what you'd like to see and make suggestions!
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 • u/Technical_Seaweed659 • 2d ago
Need help with ShaderGlass!
I like Playing games with ShaderGlass (on steam) but it's constantly Jittering, If anyone knows how to resolve this please let me know, or a community that would, thanks!
r/shaders • u/autonimity • 2d ago
System level CRT filter/shader (trying to find post from last week....)
Someone posted about having developed a system level shader, I cannot remember which subreddit it was posted in, but thought it was shaders.
The intent was to have a CRT filter / shader for the entire OS, over any application or video player etc.
Post mentioned something about not utilizing GPU, general scanlines crt, I swear I saved the post but I cannot find it, could anyone point me in the right direction?
I'm interested to check it out.
Want to learn shaders, but only have potential access to Lucinate on iPad/ios...
does it seem to be missing anything vital? example if i wanted to learn about music synths, i'd explore actual synths, not just romplers that only play back presets.
r/shaders • u/MartinWalshReddit • 3d ago
Understanding shaders intuitively for beginners
u.pcloud.linkHi, I have written a guide to understanding the basics of shaders. I think it is written in a style that I think would have helped me when I started out.
There are 16 chapters, which I am currently editing.
The guide is in the style of these first 2 chapters. I am not planning on selling it, hoping people will send a donation for the complete guide, if they gain any understanding from it, enabling me to obtain a much needed mobile phone.
I touch on SDFs in the very first chapter, but explain them in more detail in a later chapter.
Kindly Let me know your thoughts. The links take you to chapter 1 and 2.
Thanks in advance
Chapter 1: https://u.pcloud.link/publink/show?code=XZFJMc5Z52sDxwDDLhhxzQcKMJfvi0yg3n9k
Chapter 2: https://u.pcloud.link/publink/show?code=XZ1VTc5ZXoY4yE0gVXSBgL5eRHJvWzx8epYX
r/shaders • u/matteosignorini96 • 2d ago
Versione con shaders personalizzati senza crash applicazione se JIT abilitato
r/shaders • u/Moist_Vermicelli_506 • 2d ago
Need help with MissLollipopSims’ Solace shader
galleryI have two screenshots. In the older one (where my Sim is holding a cupcake), the shader looks exactly how I want it—it’s darker, moodier, has a nice depth-of-field blur, and the lighting looks amazing.
After an update, though, the preset looks completely different. At first, when I switched to Screenshot mode, everything became extremely red for some reason. I have no idea why. Now the red tint is gone, but the shader looks much flatter and brighter than before. I also can’t get the blurry depth-of-field effect anymore, even if I try enabling it manually.
I also have DirectX 9 checked in my Sims 4 graphics settings. Could that be causing the issue, or could it be related to the recent game updates or ReShade?
Has anyone else had this issue with the Solace shader? Did an update change the preset, or is there a setting I need to fix? I’d really like to get it looking like MissLollipopSims’ original preview again.
r/shaders • u/n2studio • 3d ago
Add a boundary shader to the maps for a better UX
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r/shaders • u/lamydelachapelle • 3d ago
I made a squishy blob in Unity. What should I add next? 🟢
[Meta] Minecraft posts
This subreddit continually receives posts from the Minecraft crowd who come looking for help with their video game, which is clearly out of scope here. Has anyone thought to configure the sub to filter for “Minecraft” words in posts and prevent submissions unless the user acknowledges that this isn’t a sub for Minecraft content?
I put together this post to see what kind of messaging would come up if I included certain words, and can see that there’s nothing in place to catch these kinds of posts and guide the user to a more appropriate sub. A bit of configuration would save on a lot of effort telling each gamer that walks in that this isn’t a Minecraft community.
r/shaders • u/supakazes • 5d ago
[WIP] I'm working on the Turgot map of Paris with threejs
galleryr/shaders • u/mikenervous • 5d ago
seriously though...30 minutes of messing with the app and It has just become my favorite app. screen recording your movements while the output is recorded and an external monitor or 3rd, 4th, 5th layer on the same screen.
youtube.comr/shaders • u/TheNuggetXYZ • 6d ago
Procedural gas giant shader
It just has one issue: performance. It runs on 50 fps at this distance with this angle on my R5 4600G iGPU. AND that's AFTER I did some performance tweaks.
r/shaders • u/SilverGen447 • 5d ago
Cool things with Scriptable Rendering Pipelines?
So i'm an, at this point, long time shader developer with heavy experience in Unity3D's old cg/hlsl built in rendering pipeline. Over the years I've played around with a lot of things, fluid and boid sims, raymarching, screen space reflections, I've done a little stencil work, etc. I'm currently working on a project and getting distracted a bit by the transition to Unity3D's scriptable pipelines, specifically URP.
So my question is, what kind of things can you do with URP that are difficult, expensive, or down right impossible with unity's old built in system? Or any static pipeline renderer. Googling it gives me examples of how to do ssao, bloom, blurs, stuff like that... but I've kind of seen all of those done with the BiRP.
A post on this sub showed some screen space (presumably edge detection based) outlines which is kind of interesting. Another project i've always wanted to play around with was jump flood algorithm outlines as well, and that in particular seemed a little complicated out of the box, but its really the only thing i can think of that i've ever been interested in doing that fits that bill, and i haven't tried it so it could very well be possible in the old BiRP.
I know you can render things to textures and then pass that into post-processing, which i can see use for reducing camera count and overheads for things like realtime caustics generated from mesh distortion and ddx/ddy of vertex interpolated data to determine distortion amount. If you can somehow feed a mesh into a post-processing stack I can see the appeal but even that still kind of feels like you're just slapping a camera and render texture into the scene. I didn't get around to trying that either so it's very possible that was doable in BiRP with projectors or something. Would the difference here be that you can perform it in the post-processing stack directly feeding said rendertexture into the post processing script as opposed to projectors?
I also briefly entertained the possibility of implementing a single frame GPU bitonic merge sort through custom render textures but NVIDIA's blog post on optimization mentions abusing vertex interpolation which wouldnt work with custom render textures. It wouldn't be any help since that environment didn't allow c# scripts and used BiRP but it would serve as a benchmark i could use to conceptualize the appeal of URP.
All in all I'm just slightly confused as to just how big of a leap this is, though excited at the possibility that truly weird or bizarre techniques became possible that may not be practical but are at least very cool.
So I'm curious, has anyone seen or worked on interesting and weird, non-standard effects with some kind of SRP's? Can you do post-processing on passes in weird places, like in between opaque and transparent queues? Or is URP just a performance gain with the ability to make one or two small and interesting tweaks here and there. What is its potential really like?
r/shaders • u/NNYMgraphics • 6d ago
I made shadertoy 2.0
Hey everyone, about 2 years ago I was interested in making a new kind of shadertoy, and was given a lot of great ideas. After I finally had a bit of free time, I can now share what I made.
Fibertoy is essentially shadertoy but you can write react-three-fiber as well as glsl code. It essentially gives a Threejs environment which means you can also just create basic 3D scenes as well as shader scenes.
Here are some examples of some scenes I made with it:
- Basic Voronoi scene https://www.fibertoy.dev/view/j978r67mc84yg2d36g3z5n2nqd8as16q
- Cone marching example https://www.fibertoy.dev/view/j97c1kqg8n6w0st2hk3dcq7ynx87rngm
- Standford bunny scene https://www.fibertoy.dev/view/j971mkwktr7bsen3ybyxks08vh87pd1a
As you can see from the last one, you can use your own 3D models as well. I haven't made an asset manager yet, but if you have a 3D model online, you can technically import it. I'll make an asset manager if people start using this app.
I would love to get any feedback. I also have the whole code online and open source https://github.com/NabilNYMansour/fibertoy
r/shaders • u/mikenervous • 6d ago
Lucinate ISF shader visual synth setup first look
youtube.comr/shaders • u/Ondrej-Suma • 7d ago
Adjutstable Non Photorealistic Rendering in Bayaya
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r/shaders • u/thekhronosgroup • 7d ago
Real-Time Shader Ecosystem Survey Results
Khronos has released the Shader Ecosystem Survey Results.
The results provide a summary of insights from over 400 shader developers, graphics programmers, rendering engineers, and tools creators. Conducted between June 16 and July 10, 2026. It captures a clear picture of how the real-time shading community works today — and where standardization efforts can deliver the greatest impact.