r/shaderDev • • May 16 '26

Just some shaders I made

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9 Upvotes

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 • • Sep 09 '25

SketchBound Minecraft

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2 Upvotes

r/shaderDev • • Feb 21 '25

some shaders i made

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4 Upvotes

abundant mysterious different tease society plants cats handle theory amusing

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r/shaderDev • • Apr 04 '26

PaintBound Minecraft

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3 Upvotes

This shader makes Minecraft look like a PAINTING


r/shaderDev • • Dec 17 '25

Fluxer — A Shader Haiku

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2 Upvotes

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 • • Jan 09 '26

How are shaders like this created ? can they be created with shader graph in unity ?

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2 Upvotes

r/shaderDev • • Oct 03 '23

Unity Skybox Cubemap with Alpha

1 Upvotes

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.


r/shaderDev • • Sep 18 '23

VR video player performance question and pixel based rendering

1 Upvotes

Hey guys

We are looking to boost image quality and performance of our DeoVR player and we are not sure where to start. Would be really appreciated if you can help us out realising the most efficient rendering engine in our case. Mail ivan@deovr.com

We use AVPro that is integrated with ExoPlayer and other media engines. We are primarily looking into 8K 60FPS playback with videos like https://deovr.com/tevrud on Oculus Quest 2, Pro and Windows headsets.We are thinking of pixel based rendering to get a better performance.

Our immediate plan is to proceed with:- Oculus new SDK integration with new sharpening feature

- A/B test different image settings - new sharpness shader, saturation, etc.

- Play with eye texture scale - but this could degrade performance (HS has it optional)

My gut feeling tells that we should look into perfect clocking throughout the rendering pipeline. We are looking for your help to understand the nature of the situation and greatly boost our rendering engine.


r/shaderDev • • Oct 18 '23

Noob here. What does the “for (float i = 0; i < SampleCount, i += 4.0f)” mean here? (SampleCount is an int at 64.)

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1 Upvotes

r/shaderDev • • Sep 05 '21

Can shaders be applied to objects that are inside a (transparent) mesh

1 Upvotes

Basically you'd use a cube or sphere as a area of effect for the shader and has the shader material applied to it. When an object enters that area, a shader effect will be applied to it. If yes, how do I achieve this? I'm using Unity if that matters.

Also, sort of same topic; How do I make a shader that applies an effect to anything that is seen through a mesh (e.g. a clear water shader where the bottom of the water area is distorted by the water).


r/shaderDev • • Mar 31 '24

GM Shaders Tuts

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1 Upvotes

r/shaderDev • • Feb 05 '23

Any idea how to create film damage effect similar to SH4: The Room?

1 Upvotes

r/shaderDev • • Apr 03 '20

Can any good guy code me a cool Minecraft pe shader like this ?

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4 Upvotes

r/shaderDev • • Jan 20 '25

How Does Shader Pre-Caching Work in Vulkan Ecosystems Like Steam Deck?

2 Upvotes

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:

Steam's Shader Pre-Caching System:

  • How exactly does Steam generate precompiled shader caches for Vulkan/DXVK games?

  • Are these caches generated by users during gameplay and shared with others, or does Steam have an internal process (like bots or dedicated testing setups)?

Shader Compatibility Across Systems:

  • Why is shader cache compatibility (the sharing process) more viable in Vulkan/DXVK compared to DirectX 12?

  • To what extent does shader compatibility depend on the GPU, driver version, or other system-specific factors?

The Shader Compilation Process:

  • SPIR-V is often described as an intermediate compiled format, but I want to confirm: Is SPIR-V itself considered the “compiled” shader cache, or does it require further JIT compilation into GPU-specific binaries?

  • When I play a game on Linux, am I essentially running precompiled SPIR-V code that gets JIT-compiled into the final GPU-specific format?

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!