3d-game-shaders-for-beginners
SHADERed
Our great sponsors
3d-game-shaders-for-beginners | SHADERed | |
---|---|---|
12 | 24 | |
17,019 | 4,177 | |
- | - | |
0.0 | 0.0 | |
10 months ago | 7 months ago | |
C++ | C++ | |
BSD 3-clause "New" or "Revised" License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
3d-game-shaders-for-beginners
-
The Book of Shaders
This is a great series if you’re looking for a tutorial. https://lettier.github.io/3d-game-shaders-for-beginners/inde...
- Random Code Inspiration Volume 2
- 3D game shaders for beginners: step-by-step guide to SSAO, lighting, and more
- Beginner friendly tutorial
-
Ask HN: What is your new year's resolution?
Sort of.
1. I want to start with working through applying shaders to a 3d scene using the Panda3d library (https://github.com/panda3d/panda3d) . This repo covers that: https://github.com/lettier/3d-game-shaders-for-beginners.
2. Create a simple, custom, graphics-only (no collisions / physics) game engine using Entt (https://github.com/skypjack/entt) and Panda3d. The engine would rely mostly on simple inputs, like mouse clicks, and 3d graphics.
3. Configure clangd to warn on features outside C++11 then refactor both projects (1 & 2)
4. Run experiments on the game engine while working through the Vulkan book: https://raw.githubusercontent.com/Overv/VulkanTutorial/maste...
-
Where to find shader resources?
Book of Shaders 3D Game Shaders for Beginners Martin Donald Freya Holmer
-
Game Engine From Scratch
Some tutorials I have looked at (well nor originally, as I learned the basics when we were still at DX9 :D): - https://lettier.github.io/3d-game-shaders-for-beginners/index.html
- Are there any resources on Post processing effects like Bloom HDR rendering tone mapping etc..
-
OpenGL engine - testing omnidirectional shadow maps with Sponza
Thanks! What feature would you add next? I've been thinking of implementing some of the shaders here
- 3D Game Shaders for Beginners
SHADERed
-
Confused in terms of where to start with framework/technology etc. Need help picking between learning ShaderToy v/s OpenGL v/s WebGL
If you specifically want to learn shader programming then https://shadered.org/ is a lot more practical than Shadertoy.
-
Graphics effects in the four elements - Shaders in 2D game
I recreated this shader in SHADERed, and if you're interested, you can view its implementation and experiment with your own parameter values and textures. The project can be downloaded here.
-
best shader software?
There's http://shadered.org/ but it's abandoned now.
-
I am an artist(Code-Illiterate) and want to learn how to write shaders. How do I go about it?
That’s why I recommend https://shadered.org/ instead for people who want to learn to use shaders in common contexts.
-
How to display a 2D array every frame
https://github.com/dfranx/SHADERed (useful tool for debugging shader code, has a bit more functionality than doing it in Godot directly)
-
I am developing a GLSL shader editor and I hope you like it!
https://shadered.org/ spent much time on basic editor features like Intellisense and now it seems to be dead. The time would have been better spent fixing/improving the core features like the awesome debugger. Only very late they added a (basic) VSCode integration.
-
Winning shaders at Revision 2022 shader showdown
Hi corysama, thankx for the comment, there is some truth to that yes for sure. As in, in games you writes more vertex / pixel or "surface" shader and then geom, compute. But I have to somehow disagree in terms of lighting. Sure this is raymarching so geometry is procedurally made in the shader, whereas in game shader it is passed with polygonal 3d model. But the lighting / colour shading calculation are the same as with polygonal geometry (ndotL for diffuse pow(max(reflect(dot(-ld,no)... for specular, calculating normals on fly in shader, etc...) so in that respect it will help for game dev style of shaders. Also I would argue that a lot of animation technique and vfx technique in raymarching shaders are similar / useful / reusable with polygonal geometry, like yanimation based on clamping sin and doing easing etc. Therefore doing raymarching shaders is good for becoming vfx artist / technical artist I guess. You are right though to point out the difference, that's clear. Good shout about shadered.org as well. Cheers!
-
Where should I write/edit glsl code?
BTW: https://shadered.org/
- A Review of Shader Languages
-
SHADERed IDE support for Unity?
Hi, is there a plugin that supports using SHADERed IDE to write unity shaders? It has a lot of functionalities than a standard editors and I it can save a ton of time for me. Have already searched the google but have not found anything.
What are some alternatives?
godot-psx-style-demo - Demo project featuring a collection of PS1 style shaders and materials for Godot engine.
bShaders - Video playback Effects/Filters (DirectX .hlsl pixel shaders, mpv .hook)
tinyrenderer - A brief computer graphics / rendering course
processing - Source code for the Processing Core and Development Environment (PDE)
julia-set-with-shaders - Julia set render with GLSL shaders and P5.js library
YOLOv4-Tiny-in-UnityCG-HLSL - A modern object detector inside fragment shaders
Granite - My personal Vulkan renderer
glslcc - GLSL cross-compiler tool (GLSL->HLSL, MSL, GLES2, GLES3, GLSLv3), using SPIRV-cross and glslang
LearnOpenGL - Code repository of all OpenGL chapters from the book and its accompanying website https://learnopengl.com
mesh-viewer - An interactive mesh viewer (for '.obj' files) using OpenGL and GLSL
OpenSubdiv - An Open-Source subdivision surface library.
imgui - Dear ImGui: Bloat-free Graphical User interface for C++ with minimal dependencies