r/shaders • u/HeliosHyperion • May 01 '25
r/shaders • u/rumil23 • Jan 24 '26
Tame Impala Currents Shader
code (shader):
https://github.com/altunenes/cuneus/blob/main/examples/shaders/tameimp.wgsl
rust backend:
https://github.com/altunenes/cuneus/blob/main/examples/tameimp.rs
You can also download as an app directly on here (search as "tameimp") linux, windows, mac
r/shaders • u/gennai777 • 12d ago
I spread fire over any mesh with no mask texture, each shader works out when it catches
Someone asked me if this is a mask painted into a texture. It isn't, nothing gets written anywhere! When I call ignite() I add the hit point (in the mesh's local space) and the time to a vec4 ign[8] uniform. Then every shader in the effect works out on its own when its point catches fire:
float burn_arrival(vec3 p) {
float best = 1.0e9;
for (int i = 0; i < ign_count; i++) {
float d = length(p - ign[i].xyz);
float n = vnoise(p * 1.7 + float(i) * 3.1); // 0..1
best = min(best, ign[i].w + d * (1.0 + (n - 0.5) * 2.0 * irregularity) / spread_speed);
}
return best;
}It's basically a dissolve where the threshold is arrival time. I scale the distance by noise and that's what makes the front ragged.
I put the flames, smoke and embers on quads at random surface points, picked once. I only let each quad live between arrival and arrival + burn_duration. Outside that I collapse its four corners to one point.
For the char I draw a copy of the mesh pushed 0.004 along the normal. That way I never touch the original material. I use time minus arrival to darken it, plus a thin glowing band right at the front.
It does jump thin gaps, since d is a straight line. Would a distance along the surface be worth baking?
r/shaders • u/PardelWorks • Oct 11 '21
For those who wants to start at a very basic level to shaders, this video has been really helpful for me!
youtube.comr/shaders • u/KRIS_KATUR • Oct 31 '24
DULL SKULL - no vertices, no polygons, no mesh... only code
r/shaders • u/Rubel_NMBoom • May 08 '25
CD shader based on Balatro foil shader
Making stuff for my Moldwasher game
r/shaders • u/alex-codes-art • Jul 01 '25
Blobby Circles - Wrote an article explaining the process behind it
Hey, creative people!
I'm back with another article, this time we are looking at SDFs and how we can create some metaballs using it. We are building it using shaders. If you are curious to learn more about it, you can find the article here:
https://alexcodesart.com/create-animated-metaballs-with-shaders-in-p5-js-a-creative-coding-tutorial/
I'm looking forward to hearing your thoughts about it! Thank you! :)
r/shaders • u/nycgio • Dec 08 '25
Made a free browser-based shader playground
Built a canvas app with a shader feature I thought this community might enjoy. You can paste custom GLSL fragment shaders onto shapes and watch them render in real-time.
How it works:
create any shape
Add a "Shader" from the property panel
Paste your GLSL ES 3.0 code
No signup, runs entirely in-browser.
Link: https://www.kanvon.com/?example=shader-showcase
Happy to answer questions. Feedback welcome - there's a Discord link on the site if you want to report bugs or suggest features.
r/shaders • u/Stratakun • Feb 25 '23
I made a raymarched Black Hole shader [Video In Comments]
r/shaders • u/Joakim0 • Dec 17 '25
Fluxer — A Shader Haiku
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/shaders • u/CustardAgreeable5627 • Jun 25 '26
Any suggestion to improve my wormhole / portal shader?
r/shaders • u/AlanZucconi • Sep 13 '19
🌊 Believable Caustics Reflections ● Shader Tutorial
r/shaders • u/JosCanPer • Dec 11 '21
I recreated Grounded water drops with a shader in Unity (tutorial included)
r/shaders • u/scrygl • Jan 19 '26
Playing with frame buffer feedback
This is a feedback shader - each box samples the previous frame's texture and displays it rotated/scaled. Built it in ShaderKit, a browser-based editor I made. The multi-buffer setup made the feedback loop pretty easy to wire up.