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I'll preface this with I am not a compiler engineer, so I don't know if this is acheivable in a reasonable amount of time/is even possible.
I have only seen one mention of Slang in another thread a…
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Bakery volume gives lighting approximation that's good enough to replace realtime lights, good on Switch and Quest.
A shader graph exists and, in theory, it should be possible to re use the SG Bakery…
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**Describe the bug**
Game crashes when I try to start a new Game. The GD3D11 Renderer is correctly loaded.
**To Reproduce**
Steps to reproduce the behavior:
1. Launch the Game
2. Press "Start G…
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```
- Couldn't open include file 'Assets/FlexibleCelShader/Shaders/Hdrp/Shaders/Hdrp_FcsCelLighting.hlsl'.
- Shader error in 'Shader Graphs/Urp_FlexibleCelShader': unrecognized identifier 'Direction…
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This may rely on #4395 being completed first.
The `select` intrinsic has a matrix variant that operates like the vector version of `select` but looks like this:
```
T select(S cond, T a, T b);
…
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As part of an upcoming Vulkan maintenance extension I'm developing CTS tests for, we want to allow using Offset in addition to ConstOffset for image operations. This was already possible for image gat…
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The gui works fine in Editor with built-in pipeline, but when attempting to build, the shader seems to be looking for URP. I get these error messages:
```
Shader error in 'DearImGui/Mesh': failed …
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Both D3D12 and Vulkan evaluates the pixel shader once per sample if the sample index/ID semantic is present in a shader. This is most likely why manually choosing MSAA sample positions is needed in or…
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Following code will cause internal error:
```
RWStructuredBuffer out;
uint64_t cast(double x)
{
return bit_cast(x);
}
[shader("compute")]
[numthreads(1,1,1)]
void computeMain()
{
…