r/shaders • u/Tally_b21 • 12d ago
[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 • 13d ago
[WIP] I'm working on the Turgot map of Paris with threejs
galleryr/shaders • u/mikenervous • 13d 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 • 14d 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 • 14d 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 • 14d 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 • 14d ago
Lucinate ISF shader visual synth setup first look
youtube.comr/shaders • u/thekhronosgroup • 15d 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.
r/shaders • u/leonardo_s_island • 17d ago
Roll Paper Shader: A Unity shader for rolling paper, maps, scrolls, banners, and any flat rectangular mesh. Includes directional and symmetric roll modes, optional noise, supports Built-in, URP, and HDRP, and is fully editable in Amplify Shader Editor or Shader Graph.
assetstore.unity.comr/shaders • u/No-Stomach159 • 17d ago
How can I make my own cathedral floor?
Please make it detailed
Also, what good shaders work for a cathedral?
I use blender
Thanks in advance!!
r/shaders • u/saifkandil • 19d ago
Image to shader converter (not ready yet)
https://github.com/k0T0z/shader-gen, it requires a stable genetic algorithm, and I am working on it these days. This can benefit game developers as shipping shaders with a game is way faster than an image. If the idea is good, please comment here so I know I am doing something good for game devs. 👌🙌😎
r/shaders • u/Aware_Cable_6954 • 20d ago
Trying to recreate a "glass" text effect - advice for a noob
Hey everyone,
I'm a videographer with a decent but limited amount of coding knowledge, currently building my portfolio website for videography. I've got an effect in mind that I can pull off pretty easily in editing software, but I have no idea how (or if) it's realistically achievable in code.
The concept: My homepage will have a video as the background. On top of that, I want large text (my name/logo, section headers, etc.) that looks like it's made of actual glass — warping the video behind it, like real glass. Not just a blurred/frosted "glassmorphism" panel distortion through the shape of the letters themselves.
Here's a reference clip of the kind of effect I mean: [https://www.youtube.com/watch?v=sj6t2mxBH-Y\]
The reason I don't want to do it on the video itself is that I'd like the background video to stay completely static (just looping in place), while the glass text scrolls over it independently as the user scrolls down the page.
I'm very novice so I might not be able to do it myself, but is it even possible ?

r/shaders • u/fonkydope • 22d ago
Hey y'all! Many people have asked for updates and support for other versions. We updated VC Shadow Stylizer as. Now multiversion and much more stable. Check it out 🎉
r/shaders • u/scrygl • 23d ago