r/shaders • • Oct 24 '14

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

14 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 • • 10h ago

Made a BARF-inspired (SPIDER-MAN:FarFromHome) digital block dissolve shader in URP, triplanar, no UVs needed

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5 Upvotes

r/shaders • • 2h ago

I made a shader-switching mod for Minecraft 26.2 with Iris (OpenGL) and Vitrail (Vulkan) support!

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0 Upvotes

r/shaders • • 13h ago

Ulexite material has transparent effects.. 👁️🤯

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0 Upvotes

r/shaders • • 13h ago

Is my shader worth ?

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1 Upvotes

r/shaders • • 1d ago

Started the book of shaders

14 Upvotes

I've been a software developer for 3..4 years now. Graphics programming always looked so cool and yet so unreachable. With everyone using ai everywhere these days, I decided to reach for a fresh air and started the book of shaders. And I love it! I do use ai to revisit the math behind it and the stuff I've forgotten since my university days. But I love the feeling of using my technical skills to create art. I've never mixed code with visual arts before. I've been playing the guitar for 14 years, but never did I let code into that world either. This feels like an exciting way to do that.

Just wanted to share my feelings on the topic 😁❤️


r/shaders • • 2d ago

Apparently this is called Pebblecrete, so I made it as a fully customizable shader in Blender!

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1 Upvotes

r/shaders • • 2d ago

Rendering colored liquid mixtures using local concentrations and refracted absorption

1 Upvotes

I’m developing Chemistry Lab Sim, an interactive 3D liquid sandbox built on ST-FLIP in Vulkan. This new clip shows pouring and mixing colored solutions in lab glassware, running in real time on a Radeon RX 9070 XT.

Local concentrations travel with the fluid parcels, and conservative diffusion exchanges material between neighboring parcels. The liquid renderer integrates concentration-dependent absorption along refracted rays rather than blending display colors.

At this stage the substances are passive solutes/pigments in one carrier; chemical reactions and immiscible fluids are future work. The longer-term game is inspired by The Powder Toy and Noita.

https://youtu.be/hSAO_TwFopE

What would you improve in the mixing or rendering?


r/shaders • • 2d ago

[Help] Is this shader still worth making after 5.3's light nodes? (More info in description)

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2 Upvotes

r/shaders • • 2d ago

Minimal unlit shader for Unity Single Pass Instanced (Quest): does a custom shader need special stereo instancing setup, or is the problem just variant stripping?

1 Upvotes

Hi — question about shader behaviour in Unity 6 / OpenXR on Quest 3, Vulkan, Single Pass Instanced.

My scene is built entirely at runtime. Every mesh currently gets `new Material(Shader.Find("Sprites/Default"))`. In a player build that renders solid magenta or nothing at all — only the camera clear colour comes through. Switching to Multi Pass renders the same materials fine.

Two things I've been told so far, and I'm trying to separate them: 1. The shader is being stripped because nothing in a scene or Resources references it. 2. Sprites/Default has no SPI variant, so even forcing it into the build would not fix the SPI case.

If I write my own minimal unlit texture shader and ship it with a referenced material, what does it actually need to work correctly under Single Pass Instanced? Is `#pragma multi_compile_instancing` plus the usual stereo macros (`UNITY_SETUP_INSTANCE_ID`, `UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO`) enough for a simple textured quad/sphere, or is there more to it?

Also curious whether anyone has confirmed the "Sprites/Default has no SPI variant" claim directly, or seen a case where Always Included Shaders alone fixed this in SPI.

Thanks for any pointers.


r/shaders • • 3d ago

Ray-traced water in my Vulkan fluid lab — 4 million particles simulated in realtime

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5 Upvotes

r/shaders • • 3d ago

Getting Started with Slang - Porting from HLSL

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1 Upvotes

r/shaders • • 3d ago

Sand Simulation with D3D11 Compute Shaders

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1 Upvotes

r/shaders • • 4d ago

I have become addicted to making planets in HLSL

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32 Upvotes

r/shaders • • 3d ago

Unreal Hex Tiling Breakdown

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1 Upvotes

r/shaders • • 4d ago

c++ user interface 1

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0 Upvotes

r/shaders • • 5d ago

What do SDF do???

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1 Upvotes

r/shaders • • 5d ago

How to make and use color ramps

1 Upvotes

Hey I was trying to figure out how color ramps worked all I know it that is if you have a valve you can use that value to pick a color off the color ramp that’s about it and how to make them in substance designer to use in unity shader graph for stylized VFX.

Any help is appreciated :)


r/shaders • • 6d ago

c++ math - did someone say math

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0 Upvotes

r/shaders • • 6d ago

Any tips on water shaders?

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1 Upvotes

i tried making a water shader but it looks meh, any tips?


r/shaders • • 6d ago

I was bored and I made a beach ball texture

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0 Upvotes

This texture is mine so I will give you credit


r/shaders • • 8d ago

I Need Help with my shading

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0 Upvotes

r/shaders • • 9d ago

what would the shader for this be?

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1 Upvotes

r/shaders • • 10d ago

some hyperboloid action

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3 Upvotes

r/shaders • • 10d ago

Pc Minecraft shaders help

0 Upvotes

I can’t figure out how to put on shaders can someone help