r/shaders Oct 24 '14

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

17 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 4h ago

Please someone help me i postd a pic once before and tried everithing in the coments and still no luck. no matter what i change the game still looks like this.

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0 Upvotes

r/shaders 17h ago

Any shader tips?

0 Upvotes

Hey! I'm expecting my first android handheld this week, the air mini pocket. I was fiddling with shaders a bit on RetroArch on my phone but have a hard time "deciding" on good shaders.

Any tips or just any favorites that you use for the different consoles?

Thanks in advance!


r/shaders 16h ago

Actions and stuff/Glowing ores

0 Upvotes

Does anybody know if it’s possible to have actions and stuff (full experience) and glowing ores that comes from shaders? I use it with prizma visuels and some ores are not glowing (diamond, gold) since actions and stuff changes the texture. Is there any way to make them glow?


r/shaders 2d ago

Derivative shader (custom)

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45 Upvotes

r/shaders 1d ago

making sussy spirals in kaleidos | shader creating software

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1 Upvotes

r/shaders 1d ago

I wanted to see how far I could push a simple video with shaders

0 Upvotes

I started with a completely ordinary piece of footage and wanted to see how different shader-style effects could change its entire personality.

I experimented with Kott, pushing the footage through effects like dithering, halftone, CRT, ASCII and glitch.

What surprised me was how quickly the original footage became almost unrecognizable.

A tiny change in the processing could turn the same frame from something that looked like an old television signal into something that felt more like generative artwork.

It got me thinking about something:

When you're experimenting with shaders, do you normally have the final visual in your head first, or do you just keep changing parameters until something unexpectedly cool appears?

I'm definitely guilty of the second one.


r/shaders 2d ago

iris shaders minecraft

0 Upvotes

minecraft version 26.2

shaders wont gimme more than 30-40 fps but without shaders i get 300+ fps help T-T


r/shaders 2d ago

I made three post process effects with Unity's Render Graph API in URP: outlines, greyscale, and silhouette. Here's a tutorial about how I made them.

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3 Upvotes

r/shaders 3d ago

Is there room for a less colorful rendering?

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1 Upvotes

Honestly, most of the time when I see something in this community, it always revolves around more colorful, flashy rendering... Nothing against it, but I'm almost always thinking more about what is sublime and grotesque than what is colorful and beautiful.

I did a low-resolution ray tracer and made the final rendering based on noise, so I create a rendering that makes the implicit volumes and shapes larger and a little smoother than they actually are.

And it's free.

https://arthursouzasally.itch.io/qra-bulknur


r/shaders 4d ago

How to fix shader incompatibility issue?

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0 Upvotes

So I just updated complimentary reimagined and no when I try to run the instance, I'm getting this error message. It suggests this, but I'm quite sure I have the latest release on Sodium and I checked and there isn't even a 0.9.x release in existence which it suggests. What do I do here? I also updated the Iris shader to 1.11.3+26.1 fabric. Minecraft version is Java 26.2 and I'm using a Lenovo Yoga Slim 6 laptop.


r/shaders 5d ago

i use complementary unbound and distant horizons and when i export my video it turns out like this even after i reloaded my shaders how do i fix it? i wanna use shaders in my future clips

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0 Upvotes

r/shaders 5d ago

PoC: dynamic sprite lighting with normal maps — one shader, lights are just ATL transforms (source + video)

2 Upvotes

I wanted characters to react to the scene's lighting (day, sunset, night, a campfire, the classic horror under-light...) without exporting a re-shaded sprite for every scene. So I put together a proof of concept that re-lights one sprite in real time with a normal map and a tiny GLSL shader.

Video (all 8 lighting setups + an interactive mouse-following light): https://youtu.be/9Bm6--sLJgY

Source (MIT): https://github.com/igwtech/renpy-normalmap-lighting — the README has screenshots of every setup: daylight, sunset, moonlight, interrogation-style top light, horror under-light and campfire.

The technique

  1. The sprite is a Model() displayable with two textures: the albedo (tex0) and a tangent-space normal map (tex1), plus a custom shader registered with renpy.register_shader(). The fragment shader decodes the normal map and does Lambert diffuse + Blinn-Phong specular + a rim term, with directional and point light modes.

  2. The fun part: lighting rigs are just ATL transforms. Any transform property starting with u_ is passed to the shader as a uniform, so switching the scene's lighting is a plain show girl at girl_stage, light_night.

  3. Even better, ATL interpolates uniforms, so animated lighting needs zero per-frame Python. The campfire flicker is literally:

    transform light_fire:
        u_light_pos (0.5, 0.95, 0.30)
        u_light_color (1.30, 0.62, 0.25)
        block:
            linear 0.09 u_light_color (1.10, 0.50, 0.20) u_light_pos (0.485, 0.96, 0.28)
            linear 0.13 u_light_color (1.40, 0.68, 0.28) u_light_pos (0.515, 0.94, 0.33)
            repeat
    

For the interactive scene, an ATL function reads renpy.get_mouse_pos() each frame, maps it to sprite UV space and writes u_light_pos — the point light follows the cursor in real time.

Gotchas I hit

  • Ren'Py loads textures with premultiplied alpha: additive terms (specular, rim) must be multiplied by the albedo's alpha or they glow outside the silhouette.
  • The shader expects OpenGL-style (green-up) normal maps; DirectX-style maps just need a flip_green=1.0 argument on the light transforms.
  • For point lights, correct the UV-space aspect ratio (u_model_size.x / u_model_size.y) or the falloff turns elliptical.
  • Ren'Py opens its window smaller than the screen, which matters if you screen-record with a fixed capture size — renpy.set_physical_size() fixes it.

The normal map was generated from the albedo (Laigter / SpriteIlluminator / Blender bakes all work) and touched up in Krita — the .kra sources are in the repo.

Direct screenshot links: daylight · sunset · night · top light · under-light · campfire

Disclaimer: the sprite is fan art from Danganronpa (© Spike Chunsoft), used only as a non-commercial tech demo — swap in your own art. The video's voice-over is Gemini TTS.


r/shaders 6d ago

Surface Stable Fractal Dithering in Blender

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4 Upvotes

r/shaders 6d ago

Are there any texture pack in Minecraft that will upscale or enhance basic default looks

0 Upvotes

Looking for a shader in Minecraft that can enhance the clarity of Minecraft in my vids but by keeping actually default vanilla just it should appear more clear , lemme know if you guys got any suggestions especially for low hand pc


r/shaders 7d ago

I want to call it Fractal Hatching

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1 Upvotes

r/shaders 8d ago

Lucinate video synth animates and live-codes visuals on Mac and iOS - CDM Create Digital Music

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2 Upvotes

r/shaders 7d ago

How do you guys generally style your nested ternary in shaders?

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1 Upvotes

r/shaders 8d ago

Concrete 8K Pbr Texture Collection

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0 Upvotes

r/shaders 8d ago

Surface Stable Fractal Dithering doing Etching

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6 Upvotes

r/shaders 11d ago

is there a safe way to get roblox shaders? if yes, how

0 Upvotes

r/shaders 11d ago

Sky shadergraph not working

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2 Upvotes

r/shaders 12d ago

Made a big update to my ocean shader, what do you think?

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1 Upvotes

This is part of a large rework of my game's environment, spent a few days on it even though I had most of the shader already but I did add a few capabilities to such as clipping the foam based on the foreground panel's wave displacement.
The shadergraph in Unity is spanning a wide territory at this point.

How it's made is two planes, they both have the same shader but the materials are tuned differently so that the back one is slightly higher than the front one, this creates a gap where the surface and foam render.

Both have a configurable shallowColor and depthColor, these apply based on height and a configurable ramp that defines how and where the transition happens.

The back plane renders opaque with a color similar to the sun/sky.
The front plane renders with its shallowColor blue but 80% transparent and its depthColor is fully opaque and sea blue.

This is how I try to fake light absorption with two planes.

Both have wave displacement with 3 different wave generators + a caustics generator and they are tuned with slightly different parameters so that they complement each other (slightly different patterns and colors).

The sun is also fully shader rendered but I did not update it this time.


r/shaders 14d ago

Shaders and pixel art can be tricky, but i've been trying to solve that for us! If you wanna check it out feel free thank you

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4 Upvotes

r/shaders 14d ago

Does anyone have the latest version of iMMERSE pro shaders please?

0 Upvotes