r/shaders • • Oct 24 '14

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

14 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 • • 8h ago

Real-Time Shading Symposium 2027 - Call for Submissions

2 Upvotes

The Khronos Group is opening the call for submissions for the Real-Time Shading Symposium 2027, taking place February 11-12, 2027 at Howest University of Applied Sciences in Kortrijk, Belgium. It runs immediately after Vulkanised 2027, so you can make a single trip for both.

The symposium brings together shader programmers, technical artists, researchers, shading language and compiler developers, engine developers, and hardware vendors to talk about practical shading workflows, production pain points, and emerging techniques.

Topics of interest include:

  • Shading language design
  • Neural graphics and AI-assisted shading
  • Production workflows and shader authoring tools
  • Debugging and profiling tools
  • Portability and performance optimization
  • Open source tools and frameworks

Submitting is simple: send a short talk proposal through the online form. New speakers are welcome, and talks may build on previous work as long as they include updates or enhancements. This is an in-person event, and at least one presenter per accepted talk is expected to attend. Vulkan-specific talks may be a better fit for Vulkanised, and you can submit to both events, though a talk can only be accepted into one.

Proposals are due Sunday, October 25, 2026, and notifications go out the week of November 9.

Submit your proposal and learn more: [https://www.khronos.org/events/real-time-shading-symposium-2027?utm_medium=social&utm_source=reddit&utm_campaign=Real_Time_Shading_CFP&utm_content=events


r/shaders • • 10h ago

After working on our award-winning game, I've decided to publish my post-process framework for Unreal Engine 5

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1 Upvotes

r/shaders • • 11h ago

Baking issue in Substance Painter

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1 Upvotes

r/shaders • • 13h ago

The Witcher 3: KK Photorealism preset

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0 Upvotes

r/shaders • • 1d ago

Every gem in my puzzle game is an SDF ray-marched in one full-screen Metal shader, so same-coloured gems can melt into each other

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7 Upvotes

I wanted match-style gems that behave like liquid, so there are no sprites at all. The whole board is one full-screen fragment shader on iPhone, and every gem is a signed distance field.

  • Same-coloured neighbours get a "liquid bridge" shape between them, then a smooth union inside each colour and a hard union between colours. That's what makes blobs fuse without different colours smearing together.
  • The light bars from special gems are global shapes that every gem melts into as they pass.
  • For speed, the CPU sorts gems and bridges into 1×1 cell bins each frame. A ray only tests the cell it's crossing, and each march step is clamped to the cell exit so nothing in the next cell gets skipped.
  • It ray-marches at a reduced resolution that adapts to the GPU's frame time, then upscales, aiming for 60 fps.

Happy to go into any of it. The game is Glissa, free on iOS with no ads: https://apps.apple.com/gb/app/glissa/id6821629542


r/shaders • • 2d ago

I made another comparision (have not done one in years) of Shaders, this time at 8K resolution with zoom to see the effect of each shader!

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1 Upvotes

r/shaders • • 2d ago

Reshade che tenta di imitare il DLSS 5

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0 Upvotes

r/shaders • • 2d ago

Photorealistic Neural DLSS 5 ReShade for The Witcher 3

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0 Upvotes

r/shaders • • 5d ago

Made a BARF-inspired (SPIDER-MAN:FarFromHome) digital block dissolve shader in URP, triplanar, no UVs needed

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15 Upvotes

r/shaders • • 5d ago

Crash pc chargement shaders Dune Awakening version Xbox sur PC

1 Upvotes

Crash pc chargement shaders Dune Awakening version Xbox sur PC

Bonjour,

J'ai un souci avec le jeu Dune Awakening, je l'ai installé via l'édition du gamepass sur mon pc mais lorsque je lance le jeu ma première fois que je souhaite y jouer dans la journée au moment d'arriver au chargement des shaders mon pc plante et redémarre instantanément.(La fois d'après ça ne le fait pas et je peux jouer sans soucis pendant des heures)

J'ai désinstallé et réinstaller le jeu, fait un nettoyage des fichiers de celui-ci, mis a jour tout ce que je pouvais, baissé la qualité du jeu car il était en ultra et je l'ai mis en élevé ( j'ai même testé intermédiaire) mais rien n'y fait le problème persiste.😔

J'ai un Ryzen 7 5800 X, 32 go de ram, une RTX 4060 ventus 2x black 8g OC, un disque dur 100go pour le systeme puis un second d'1to pour les jeux.

Si quelqu'un est susceptible de m'apporter son aide et surtout une solution svp


r/shaders • • 5d ago

I made a shader-switching mod for Minecraft 26.2 with Iris (OpenGL) and Vitrail (Vulkan) support!

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0 Upvotes

r/shaders • • 5d ago

Is my shader worth ?

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1 Upvotes

r/shaders • • 6d ago

Started the book of shaders

18 Upvotes

I've been a software developer for 3..4 years now. Graphics programming always looked so cool and yet so unreachable. With everyone using ai everywhere these days, I decided to reach for a fresh air and started the book of shaders. And I love it! I do use ai to revisit the math behind it and the stuff I've forgotten since my university days. But I love the feeling of using my technical skills to create art. I've never mixed code with visual arts before. I've been playing the guitar for 14 years, but never did I let code into that world either. This feels like an exciting way to do that.

Just wanted to share my feelings on the topic 😁❤️


r/shaders • • 7d ago

Apparently this is called Pebblecrete, so I made it as a fully customizable shader in Blender!

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3 Upvotes

r/shaders • • 7d ago

[Help] Is this shader still worth making after 5.3's light nodes? (More info in description)

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2 Upvotes

r/shaders • • 7d ago

Minimal unlit shader for Unity Single Pass Instanced (Quest): does a custom shader need special stereo instancing setup, or is the problem just variant stripping?

1 Upvotes

Hi — question about shader behaviour in Unity 6 / OpenXR on Quest 3, Vulkan, Single Pass Instanced.

My scene is built entirely at runtime. Every mesh currently gets `new Material(Shader.Find("Sprites/Default"))`. In a player build that renders solid magenta or nothing at all — only the camera clear colour comes through. Switching to Multi Pass renders the same materials fine.

Two things I've been told so far, and I'm trying to separate them: 1. The shader is being stripped because nothing in a scene or Resources references it. 2. Sprites/Default has no SPI variant, so even forcing it into the build would not fix the SPI case.

If I write my own minimal unlit texture shader and ship it with a referenced material, what does it actually need to work correctly under Single Pass Instanced? Is `#pragma multi_compile_instancing` plus the usual stereo macros (`UNITY_SETUP_INSTANCE_ID`, `UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO`) enough for a simple textured quad/sphere, or is there more to it?

Also curious whether anyone has confirmed the "Sprites/Default has no SPI variant" claim directly, or seen a case where Always Included Shaders alone fixed this in SPI.

Thanks for any pointers.


r/shaders • • 8d ago

Getting Started with Slang - Porting from HLSL

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1 Upvotes

r/shaders • • 9d ago

I have become addicted to making planets in HLSL

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38 Upvotes

r/shaders • • 8d ago

Sand Simulation with D3D11 Compute Shaders

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1 Upvotes

r/shaders • • 8d ago

Unreal Hex Tiling Breakdown

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1 Upvotes

r/shaders • • 9d ago

c++ user interface 1

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0 Upvotes

r/shaders • • 10d ago

What do SDF do???

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1 Upvotes

r/shaders • • 10d ago

How to make and use color ramps

1 Upvotes

Hey I was trying to figure out how color ramps worked all I know it that is if you have a valve you can use that value to pick a color off the color ramp that’s about it and how to make them in substance designer to use in unity shader graph for stylized VFX.

Any help is appreciated :)


r/shaders • • 11d ago

c++ math - did someone say math

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0 Upvotes