Category "hlsl"

How to apply semi-transparent white color to outline of circle wipe

A goal for this question is that outline of my circle wipe improves like left exmple in the image below. So far outline of my circle wipe does not have two clea

D3D : hardware mip linear blending is different from shader linear blending

I have a d3d application that renders a mip mapped cubemap in a fullscreen quad pixel shader. I stumbled on a weird behavior, and wrote the following test to il

How do I synchronize access to variables in compute shader?

So i seem to be having an issue with assigning a value to a buffer within a compute shader. Essentially, I want to check if a calculated value is greater than o

Float3 array values are different in compute shader than what I sent them to be as from C# script in unity?

So I am using a compute shader in unity to find groups of vertices that overlap (are the same as) other groups of vertices in a Vector3[]. I have a List < Li

how to do cube mapping of a static environment onto a complex model by directx11 and HLSL?

I am very new to Shaders and programming in direct 11(c++) and HLSL for shaders. However, I have been given a task to: Implement cube mapping of a static enviro

Mesh getting cut off

I'm using DirectX 11. I'm trying to draw a Cube mesh to the screen but the bottom half is getting cut off. If I move the camera up/down the bottom half is still

Does unrolling a loop affect the accuracy of the computations within?

Summarized question Does unrolling a loop affect the accuracy of the computations performed within the loop? And if so, why? Elaboration and background I am wri

How to compile HLSL Shaders during build with Cmake?

I'm working on a d3d application and i would like to compile my .hlsl shaders during to build using cmake. I have no idea where to start. this is my current CMa

Is it possible to pass a parameter from a technique to a vertex/pîxel shader?

I modified some shaders in unity and I'm trying to modify one in Cryengine. Can I send a parameter when I call a vertex/geometry/pixel shader in the technique?

How to colour vertices as a grid (like wireframe mode) using shaders?

I've created a plane with six vertices per square that form a terrain. I colour each vertex using the terrain height value in the pixel shader. I'm looking f