Shaders
return red;
Shaders are small programs that runs at certain steps in a graphical pipeline. Older systems that do not support shaders are called a fixed function pipeline. The detail on how the shaders work and are setup depend on the Graphic Api one is using. There are is also computer shaders that can be used for graphic and other things.
Shader Language
The language used to write a shader depends on the graphical API used.
Type
Vertex (VS) - 2001
Tessellation (TCS/TES) - 2009
Geometry (GS) - 2008
Mesh Shader - 2020
Pixel (PS) / Fragment (FS) - 2001
Variable Rate Shading
Moving Gears to Tier 2 Variable Rate Shading
https://devblogs.microsoft.com/directx/gears-vrs-tier2/
Boost rendering performance with Variable Rate Shading | Game Developers Conference 2019 - 2020
[video] Tech Focus: What Is VRS And Is It A Next-Gen Game-Changer? Variable Rate Shading Analysis! - 2020
Iterating on Variable Rate Shading in Gears Tactics - 2020
Boost rendering performance with Variable Rate Shading | Game Developers Conference 2019 - 2019
Variable Rate Shading: a scalpel in a world of sledgehammers - 2019
Easy VRS Integration with Eye Tracking - 2019
Variable Rate Shading: first impressions - 2019
Iterating on Variable Rate Shading in Gears Tactics
Software-based Variable Rate Shading in Call of Duty: Modern Warfare - 2020
Shader Tutorials and Examples
Animated Light Cookie Shader (Cloud & Tree Shadows) - 2020
Dissolve Shader Breakdown - 2020
My take on shaders: Grass Shader (Part I) - 2019
Getting started with shaders: signed distance functions! - 2020
Sprite Glow/Outline Shader Breakdown - 2020
Paper Shader in Unity - 2020
Paper Burn Shader in Unity - 2020
Thermal/ Stealth Vision Effect - 2019
Making a Glass Shader, Part 1: GrabPass & Refraction - 2019
Making a Glass Shader, Part 2: Highlights & Reflections - 2019
Part 20: Post Processing Effects & Chromatic Aberration - 2019
Stylized Lava Shader - 2020
outline shader - 2019
Making a clean (mini)map using Navmesh and a Shader - 2020
Believable Caustics Reflections - 2019
Curving Corner Texture UVs - 2020
Four Color Gradient - 2020
Fur Shader Tutorial - 2019
Grass Shader - 2018
Shader Showcase Saturday: Part1 and Part2 - 2018
X-Ray Shader Tutorial in Unity - 2018
Flowmapped-Burn-Shader - 2018
Animated Candle Flame write-up - 2018
My take on shaders: Grass Shader (Part II) - 2019
Alpha to Coverage or Anti-Aliased Cutout - TUTORIAL
Retro 3D - 2015
Clipping Objects with a Plane - 2018
Multipass Shaders (& inverted Hull outlines) - 2018
Shader Showcase #5 Dripping Rain - 2018
Polygons - 2018
Technically Speaking Challenge 1: Retro Shaders
Blowing bubbles with Shader Graph
[video] Flowmaps, gradient maps, gas giants
Watercolour Shader Experiments - 2020
Reference
Pixel Art Filtering - 2021
Gpu_driven_text - 2021
Implementing a GPU-driven debug line renderer - 2021
The Shader Permutation Problem - Part 1 & Part 2 - 2021
The case of the curiously slow shader - 2021
creating a Card Shader with 3D content - 2021
Fast Divergence-Free Noise Generation in Shaders - 2021
Shader translation benchmark on Dota2/Metal - 2021
Moving The Machinery to Bindless - 2021
Bindless Descriptors - 2021
Tier 2 Variable Rate Shading in Gears - 2021
how do you calculate correct normals when doing vertex displacement shaders? - 2021
Moving Gears to Tier 2 Variable Rate Shading - 2021
Intro to Shaders - 2021
Shader translation benchmark on Dota2/Metal - 2021
Fast Divergence-Free Noise Generation in Shaders - 2021
Compute shader 101 - 2021
How to read shader assembly - 2021
ShaderQuest Part 5: Shader code syntax & Colors - 2021
Practical Gaussian filtering: Binomial filter and small sigma Gaussians - 2021
ShaderQuest Series - 2021
Intro to Shaders - 2021
Announcing HLSL Shader Model 6.6 - 2021
Basic Shader Math - Shader Graph Basics - Episode 4 - 2021
Live Coding: Making the American flag with math! - 2021
Real-time Cubism Shader - 2020
Shaders For People Who Don't Know How To Shader: Deferred - 2020
Inverse Lerp and Remap - 2020
Shaders For People Who Don't Know How To Shader: Smooth blending with Sine - 2020
Depth-Based Post Effects - 2020
Accurate Normal Reconstruction from Depth Buffer - 2020
Creating shader animation in Unity - 2020
A little clarification on modern shader compile times - 2020
Graphics.DrawProcedural - 2020
What is shader occupancy and why do we care about it? - 2020
A Better Way to Scalarize a Shader - 2020
What is shader occupancy and why do we care about it? - 2020
A little clarification on modern shader compile times - 2020
System Value Semantics in Compute Shaders - Cheat Sheet - 2020
Using Mesh Shaders for Professional Graphics - 2020
What is shader occupancy and why do we care about it? - 2020
HSV Shader Graph – Hue Saturation Value - 2020
Hash Functions for GPU Rendering - 2020
System Value Semantics in Compute Shaders - Cheat Sheet - 2020
Writing Shader Code for the Universal RP - 2020
Case Study: Vector Displacement Mapping in Real-Time - 2020
3D Game Shaders For Beginners - 2019
Writing a Shader Effect Language Part 3: Materials - 2019
Advanced Map Shading - 2019
Improved normal reconstruction from depth - 2019
My take on shaders: Parallax effect (Part I) - 2019
Shader Convertion Part 2 (Liquid, Triplanar, Waterfall) - 2019
Halftone Shading - 2019
Unity 2019 Shader Development - 2019
Cross-Platform Shader Handling - 2019
3D Game Shaders For Beginners - 2019
2d Raymarched Smoke - 2019
ShaderEd - 2019
Writing a Shader Effect Language - 2019 - Part 1, Part 2 and Part 3.
Quality hashes collection WebGL2 - 2018
The Machinery Shader System (part 3) - 2018
Pseudo-bandlimited pixel art filtering in 3D – a mathematical derivation - 2018
Custom Shaders - 2018
Texture Arrays in Unity - 2018
Basic Math for Shaders - 2018
How I got started with shaders (Non-Scary Shader Intro) - 2018
Image Editor Effects - 2018
Writing Shaders in VS Code: GLSL Setup - 2018
Ubershaders: A Ridiculous Solution to an Impossible Problem - 2017
Physical shader framework for Unity - 2017
The Many Meanings of “Shader” - 2017
Evolution of Programmable Models for Graphics Engines - 2017
Technical Art of Uncharted 4 - 2015
Reflection System In Thief - 2014
Reflections And Volumetrics Of Killzone Shadow Fall - 2014
Pixel Synchronization: Solving Old Graphics Problems With New Data Structures - 2013
Intro to Shader Programming - 2013
Minimal setup screen space quads: No buffers/layouts required - 2012
Graphics Programming 4 - 2011
GPU based dynamic geometry LOD - 2010
There is no S in SDF without the Distance Fields!
Explore bindless rendering in Metal
Temporally Adaptive Shading Reuse for Real-Time Rendering and Virtual Reality
Floating-point in mobile shaders
https://solidpixel.github.io/2021/11/23/floats_in_shaders.html
Advanced Shading Techniques with Pixel Local Storage
https://community.arm.com/arm-community-blogs/b/graphics-gaming-and-vr-blog/posts/advanced-shading-techniques-with-pixel-local-storage
[video] You Might Be Thinking About Shader Performance Wrong
https://www.youtube.com/watch?v=7YPPFIqUN84
The Shader Permutation Problem - Part 1: How Did We Get Here?
https://therealmjp.github.io/posts/shader-permutations-part1/
[video] Shader Coding for Beginners 2022 [Part 1]
https://m.twitch.tv/videos/1259390369
What is an uber shader? - 2021
http://psgraphics.blogspot.com/2021/12/what-is-uber-shader.html
fma: A faster, more accurate instruction
https://momentsingraphics.de/FMA.html
A Review of Shader Languages
https://alain.xyz/blog/a-review-of-shader-languages
Shader compiler tools
https://wickedengine.net/2022/04/23/shader-compiler-tools/
Variable Rate Compute Shaders on Xbox Series X|S
https://developer.microsoft.com/en-us/games/blog/variable-rate-compute-shaders-on-xbox-series-xs/
Variable Rate Shading, Tales from the Trenches on Series X|S
https://developer.microsoft.com/en-us/games/blog/variable-rate-shading,-tales-from-the-trenches-on-series-xs/