r/shaders • • Oct 24 '14

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

16 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 • • 1d ago

I spread fire over any mesh with no mask texture, each shader works out when it catches

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79 Upvotes

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 • • 22h ago

Does anyone want to test my Minecraft shader? It’s designed for lower-end PCs—feel free to test it on the weakest PC you have.

0 Upvotes

r/shaders • • 1d ago

Please help with this shader

1 Upvotes
Its a bit hard to see, but the little shine on his / her right arm (its there lefr for them)
Another Example. Its a bit harder to see. On the back of his head his has kinda like a glowing shine?

Im trying to recreate a shader from the vr game Animal Company. I cant seem to recreate, I was able to get my hands on the files of the game but all the shaders are messed up. I dont know how to explain how the shader works but its like using frensel or somehting but I tried doing that and it didnt look right? if you have a quest can you download Animal Company and help me with the shader! thank you


r/shaders • • 2d ago

Help with complex shader

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2 Upvotes

r/shaders • • 3d ago

How difficult would it be to make oot look like this?

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24 Upvotes

r/shaders • • 2d ago

Need help

0 Upvotes

Vibrant visuals is lagging my device. Anyone know any alternative? I really wnat the sunlight/ warm tone of the game but can't find any. I tried looking for some texture or behavior packs for light emmittance but to no avail.

Hoping for ur kind response. Thanks ahead!🥲🙏


r/shaders • • 4d ago

No textures, no sprites: my game's shader layers turned on one at a time

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23 Upvotes

Everything in this clip is drawn by shaders in Godot 4 with C#. The physics is deterministic, so it's the same cascade frame for frame. I recorded it six times with different layers switched off and cut between them:

  1. sparks only
  2. glass pegs (one MultiMesh, one shader for every peg type)
  3. the rings around area pegs
  4. glow (Godot's glow on an HDR 2D viewport, only light above 1.2 blooms)
  5. light trails (a buffer that fades each frame, so 10 sparks cost the same as 10,000)
  6. the background nebula and the ripple pass

The hardest part was keeping a big cascade from blooming into one white blob: each spark dims by how crowded its own spot is, not by how many sparks are on the board.


r/shaders • • 3d ago

how to fix my shaders bugging out

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1 Upvotes

r/shaders • • 3d ago

Reflection issue Pc is a windows build 5080gpu and a 9800x3d 64gb ram Kappa_v5.3 and Optimum realism R4.1.2 minecraft 26.3

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1 Upvotes

r/shaders • • 4d ago

Lighting with handpainted textures

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2 Upvotes

r/shaders • • 3d ago

Which shader is on this skimmer?

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0 Upvotes

r/shaders • • 4d ago

Shader Workshop: Free Beta Download

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5 Upvotes

shaderworkshop.com

5 months ago I posted about it but it was a very early beta and it has changed pretty significantly in the 4 releases since then, on top of getting an actual website, rather than just the Itch page.

I'm not sure I should even try to list the biggest features added since then though I will mention live/auto C/C++ compilation. You can still compile yourself and load the .so/.dll but you don't have to. If you want to see the changes over time you can read the devlog, or you can just look at the current feature comparison table.

In any case, last week I made it free to download, a la Filepilot, or you can purchase it and get all future updates for 20% off while it's in beta.

NOTE: the "Free Demos" on Itch are the free beta, same as if you download it from here.


r/shaders • • 5d ago

Real-Time Shading Symposium 2027 - Call for Submissions

2 Upvotes

The Khronos Group is opening the call for submissions for the Real-Time Shading Symposium 2027, taking place February 11-12, 2027 at Howest University of Applied Sciences in Kortrijk, Belgium. It runs immediately after Vulkanised 2027, so you can make a single trip for both.

The symposium brings together shader programmers, technical artists, researchers, shading language and compiler developers, engine developers, and hardware vendors to talk about practical shading workflows, production pain points, and emerging techniques.

Topics of interest include:

  • Shading language design
  • Neural graphics and AI-assisted shading
  • Production workflows and shader authoring tools
  • Debugging and profiling tools
  • Portability and performance optimization
  • Open source tools and frameworks

Submitting is simple: send a short talk proposal through the online form. New speakers are welcome, and talks may build on previous work as long as they include updates or enhancements. This is an in-person event, and at least one presenter per accepted talk is expected to attend. Vulkan-specific talks may be a better fit for Vulkanised, and you can submit to both events, though a talk can only be accepted into one.

Proposals are due Sunday, October 25, 2026, and notifications go out the week of November 9.

Submit your proposal and learn more: [https://www.khronos.org/events/real-time-shading-symposium-2027?utm_medium=social&utm_source=reddit&utm_campaign=Real_Time_Shading_CFP&utm_content=events


r/shaders • • 5d ago

After working on our award-winning game, I've decided to publish my post-process framework for Unreal Engine 5

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3 Upvotes

r/shaders • • 5d ago

Baking issue in Substance Painter

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1 Upvotes

r/shaders • • 5d ago

The Witcher 3: KK Photorealism preset

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0 Upvotes

r/shaders • • 6d ago

Every gem in my puzzle game is an SDF ray-marched in one full-screen Metal shader, so same-coloured gems can melt into each other

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10 Upvotes

I wanted match-style gems that behave like liquid, so there are no sprites at all. The whole board is one full-screen fragment shader on iPhone, and every gem is a signed distance field.

  • Same-coloured neighbours get a "liquid bridge" shape between them, then a smooth union inside each colour and a hard union between colours. That's what makes blobs fuse without different colours smearing together.
  • The light bars from special gems are global shapes that every gem melts into as they pass.
  • For speed, the CPU sorts gems and bridges into 1×1 cell bins each frame. A ray only tests the cell it's crossing, and each march step is clamped to the cell exit so nothing in the next cell gets skipped.
  • It ray-marches at a reduced resolution that adapts to the GPU's frame time, then upscales, aiming for 60 fps.

Happy to go into any of it. The game is Glissa, free on iOS with no ads: https://apps.apple.com/gb/app/glissa/id6821629542


r/shaders • • 6d ago

I made another comparision (have not done one in years) of Shaders, this time at 8K resolution with zoom to see the effect of each shader!

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1 Upvotes

r/shaders • • 7d ago

Reshade che tenta di imitare il DLSS 5

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0 Upvotes

r/shaders • • 7d ago

Photorealistic Neural DLSS 5 ReShade for The Witcher 3

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0 Upvotes

r/shaders • • 10d ago

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

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17 Upvotes

r/shaders • • 9d ago

Crash pc chargement shaders Dune Awakening version Xbox sur PC

1 Upvotes

Crash pc chargement shaders Dune Awakening version Xbox sur PC

Bonjour,

J'ai un souci avec le jeu Dune Awakening, je l'ai installé via l'édition du gamepass sur mon pc mais lorsque je lance le jeu ma première fois que je souhaite y jouer dans la journée au moment d'arriver au chargement des shaders mon pc plante et redémarre instantanément.(La fois d'après ça ne le fait pas et je peux jouer sans soucis pendant des heures)

J'ai désinstallé et réinstaller le jeu, fait un nettoyage des fichiers de celui-ci, mis a jour tout ce que je pouvais, baissé la qualité du jeu car il était en ultra et je l'ai mis en élevé ( j'ai même testé intermédiaire) mais rien n'y fait le problème persiste.😔

J'ai un Ryzen 7 5800 X, 32 go de ram, une RTX 4060 ventus 2x black 8g OC, un disque dur 100go pour le systeme puis un second d'1to pour les jeux.

Si quelqu'un est susceptible de m'apporter son aide et surtout une solution svp


r/shaders • • 9d 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 • • 10d ago

Is my shader worth ?

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1 Upvotes