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**Is your feature request related to a problem? Please describe.**
Yes. Structures and classes have different memory layout rules between HLSL and C/C++. This makes code sharing between HLSL and C/C+…
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## Describe the problem
I'm trying to implement a custom shader (adds elevation contour lines) that also leverages the clipping primitive, and it seems harder than it should be. The Uber shader is …
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unity 2018.3.8f1
git lfs checkouted
current master
```
Shader error in 'Emissive/GlowingCore': invalid subscript 'positionRWS' at Packages/com.unity.render-pipelines.high-definition/Runtime/Re…
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After several internal/offline discussions about this, I've come to the conclusion that this is the right change to make. I'm not sure how this particular "feature" came to be, but it seems that it wa…
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Source code compilers:
- [glslang](https://github.com/KhronosGroup/glslang) and [SPIRV-Cross](https://github.com/KhronosGroup/spirv-cross)
- We should check if it supports compilation from HLSL to…
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**Description**
The output of a wave intrinsic depends on the current state of which threads are active. When a wave intrinsic occurs in a loop it needs to execute in the loop body since the state of…
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### For?
S&Box
### What can't you do?
In current Shader API, interaction with the S2's material system and common lighting application is done through a series of functions, like `MaterialToCombine…
rzkid updated
1 month ago
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**Description**
Compiling a compute shader that we generate from Dawn (Chromium WebGPU implementation) fails with "Invalid record".
**Steps to Reproduce**
Given the following compute shader:
`…
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Hello! I have a function in the shader that takes an array of textures and samplers (for ray tracing). It looks like this:
```hlsl
... Reflection(Texture2D Textures[4],
SamplerStat…
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No GI effect when running at Android (OpenGLES 3.0/3.1), maybe I last any preprocess ?