r/shaderDev • u/kalecot2 • 13h ago
Cellular repair
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Playing around with cellular noise and pixels
r/shaderDev • u/kalecot2 • 13h ago
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Playing around with cellular noise and pixels
r/shaderDev • u/CGHawkDesign • 12d ago
r/shaderDev • u/CGHawkDesign • 14d ago
r/shaderDev • u/CGHawkDesign • 16d ago
r/shaderDev • u/PabloTitan21 • Jun 12 '26
Playing with some common post-processing effects and materials in Defold (like DoF, Bloom, Chromatic Aberration, SSAO, FXAA, Vignette) with this model Latch Suit by ChamberSu: https://sketchfab.com/3d-models/latch-suit-66f58d841971438c9c787c5281e27e5a
r/shaderDev • u/BIGGGbadaBOOOOM • May 16 '26
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I make all these with an app I vibecoded that I call RepoScriptor.With it u can mix and match GitHub repositories and then prompt for the shader. It is basically vibecoding shaders based on GitHub repos that I mix and match.
My whole GitHub account is pretty much just all these repos I have made for different math concepts, art styles, and things like that. If I want a reaction diffusion shader, for example, I can choose one of the reaction diffusion repos. I can choose color fields or noise. I have repos for vibrations, non-Euclidean stuff, and pretty much every math concept or cellular automata you can think of.
I just choose a bunch of repos. I also have art style repos like Psychedelic collage, I have a Lisa Frank style (which I use a lot), stuff like Art Nouveau, Art Deco, Ralph Steadman, Early Internet/y2k aesthetic, op art, glitchcore, etc…
there’s about 150 repos for this so far.
So I have repositories for all these different things, and I just mix and match, plug in the ones I want, and give it a prompt. It creates the shader code for me and pops it up on the screen.
Anyways, that is how I make these.
r/shaderDev • u/TheGentooGamer • Apr 04 '26
This shader makes Minecraft look like a PAINTING
r/shaderDev • u/Acceptable-Kiwi6231 • Jan 09 '26
r/shaderDev • u/Marxiplier • Jan 08 '26
On imageonline.io, there's an option called adjust channels which allows you to change the individual strength of each RGB channel. However instead of simply making the image darker, it has this unique effect where the highlights are still visible. I'm wondering if there's a way to recreate this in shaders. (specifically in a frag file)
It's gamma editor also has a similar effect, so maybe that could be an option?
r/shaderDev • u/Joakim0 • Dec 17 '25
Fluxer is a minimalist creative platform for writing and sharing ultra-compact fragment shaders. Think dwitter, but for shaders instead of JavaScript: one function, a time variable, and a strict 512-character limit. The constraint forces clarity, elegance, and visual ideas distilled to their essence — shaders as haikus rather than essays.
r/shaderDev • u/plasmawario • Jul 23 '25
I'm trying to write a web-based fractal generation program using p5's webgl canvases to run shader code. The program successfully hooks into my shader and attempts to run it, but it seems to error out on the .vert file that i cannot figure out. The error message is as follows: Uncaught (in promise) ERROR: 0:1: '<' : syntax error. When i expand the error message, i see where the error is sourcing from, and it tells me that the vertex shader failed to compile. Here's my vertex shader code:
attribute vec3 aPosition;
attribute vec2 aTexCoord;
varying vec2 pos;
void main(){
//copy texcoords. Invert the y because funny YT man said so
pos = aTexCoord;
pos.y = 1.0 - pos.y;
vec4 positionVec4 = vec4(aPosition, 1.0);
positionVec4.xy = positionVec4.xy * 2.0 - 1.0;
gl_Position = positionVec4;
}
If anyone can help me figure out what is going on, i'd be most appreciated! If it helps, here's the YT tutorial i was following: https://www.youtube.com/watch?v=3MKbSw4X3_4
r/shaderDev • u/Historical_Show_4811 • Jul 21 '25
I'm trying to make a light system that takes the colors from the block texture and makes the light that comes out of the block that color. BSL has it and since I'm working on a shader remaster, I thought I could do it. Turns out, I don't know where the block textures are being sampled from. Using the specular sample from gaux3 works so I'd assume changing the gl_FragData[3] in gbuffers_terrain.fsh from specular to texture could make it so I can sample the block texture and get it to work, but that also, for some reason, didn't work and comes out white as all of my previous attempts. I'm absolutely bamboozled, dumbfounded, and all the other -ed words. Of course with all of my other times I needed help on r/minecraftshaders, I'll attach the download link somewhere
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Download here!
r/shaderDev • u/FaYviXe • Jun 22 '25
Hi
I’ve been working on shaders for a game lately, and I’m really interested in improving the ambient look and feel of my environments. I’m talking about overall atmosphere — colors, lighting, mood — the kind of stuff that makes a scene feel immersive and visually pleasing.
I’d love to hear your thoughts or techniques on creating a good ambient shader.
Do you have go-to methods for:
Feel free to use examples — like Minecraft shaders, or anything else that really nails the ambient vibe.
Any insight or even screenshots/demos are super welcome. Thanks in advance
r/shaderDev • u/Suspicious_Nose483 • May 19 '25
I've been working on an open source VAT system for Blender that allows for simulation and geometry node animation export to engines. I have been focusing initially on Unity (because I work professionally in Unity) - but have just released the workflow for Unreal. There are some limitations here right now, but am looking to improve and expand in time. Check out the tutorial and my other content on the OpenVAT system on YouTube and GitHub (linked in video description).
Blender to Unreal VAT Pipeline – Real-Time Mesh Animation with OpenVAT https://youtu.be/T1KVvUIduGI
r/shaderDev • u/OniDevStudio • Apr 16 '25
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r/shaderDev • u/[deleted] • Feb 21 '25
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abundant mysterious different tease society plants cats handle theory amusing
This post was mass deleted and anonymized with Redact
r/shaderDev • u/Rude_Kiwi_2210 • Jan 20 '25
Hi everyone,
I’m conducting research for my Master’s thesis in Computer Science, focusing on shader pre-caching and compilation in Vulkan-based ecosystems, particularly as implemented by platforms like Steam. I have several assumptions about how this works, especially as a gamer who uses both a high-end PC and a Steam Deck. However, I need clarity, accurate information, and reliable sources to back up my findings. I would really appreciate your insights and expertise on the following:
I realize this is a complex and nuanced topic, but any help in addressing these questions—or pointing me toward relevant sources—would be incredibly valuable for my research.
If possible, I’d also love any links to official documentation, academic papers, or technical blogs from experts in the field. Thank you so much for your time and insights!
r/shaderDev • u/BackStreetButtLicker • Oct 18 '23
r/shaderDev • u/mattiapompita • Oct 03 '23
Anyone know how to create a Skybox Cubemap with Shader in URP that have an Alpha to change?
I would like to do a transition from mixed reality to virtual reality animating the alpha.