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I'm able to share my primary uniform bloc between vertex and fragment using the same name:
```
@vs vs
uniform vs_params {
float time;
}A;
...
@end
@fs fs
uniform vs_params {
floa…
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- Unity version: 2023.1.20f1
- AVPro Video version (number and edition (trial/core/ultra/enterprise)): 2.9.3 ultra
Shaders AVProVideo-VR-InsideSphere-AndroidOES.shader and AVProVideo-VR-InsideS…
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**Describe the bug**
I am trying to view a GLTF model with textures whose PNG already has transparency. For me the rendering is a little weird for reason that I will explain:
These are the GLTF be…
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Try to create a LUT-like interface for shaders by piping from white shader -> shader to RGB -> LUT and use Node tools in Blender 4 to create an Apply LUT.. interface.
How will this work for selectin…
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Any chance of you putting a complete Shader Graph up? I can't figure out how to get the position data into the model.
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### Describe the project you are working on
Use case:
- Have a lot of models which have their own materials.
- Want to add a vertex shader to all of those while keeping their fragment shader.
- …
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Is there any way to make occlusion work with UI elements such as sprites and images etc? It really break off my game. Also any more info on the occluded shadows solution? Thanks
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In the Multisample Coverage investigation (https://github.com/gpuweb/gpuweb/issues/267) there was an agreement to emulate the sampleMask behaviour using the shader-output mask in Metal.
There were …
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I ran this on my computer and got
![image](https://github.com/Indeximal/UnderstoryScene/assets/140964/2181410f-9b54-4989-ba3d-7ab57978ae83)
Clearly the distant terrain is clamped. I tried changing…
pbsds updated
1 month ago
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```
PDF spec is available on jme_private channel
```
Original issue reported on code.google.com by `ShadowIs...@gmail.com` on 24 Sep 2010 at 3:32
- Blocking: #64, #208, #64