
Solas Shader help
finally downloaded solas shader but whenever i go into video settings > shader pack settings to get more detailed settings , it won't give me anymore options than whatever is on the iris thing .. im on macbook using 26.1.2 fabric

finally downloaded solas shader but whenever i go into video settings > shader pack settings to get more detailed settings , it won't give me anymore options than whatever is on the iris thing .. im on macbook using 26.1.2 fabric
Hello, I’m trying to make two raymarched procedural fireballs collide and merge, similar to this Shadertoy fireball: https://www.shadertoy.com/view/WcK3Rt I don’t want to simply overlay two copies; I’d like the fire volumes to feel like they actually affect each other.
Is the right approach to model each fireball as an SDF/density field, duplicate it with two centers, and combine them with smooth union / a contact reaction term? Or is there a better way to think about this?
I spent a lot of time comparing some of RetroArch's best CRT shaders side by side, including how they look in actual gameplay. If you're trying to decide which one to use, this might save you some time.
Hey guys! This is a shader graph to create a matcap shader from Ben Cloward's channel. I just need help on understanding what is happening until the split node in the graph (I can understand the rest). My question is what is happening when the cross product was taken between the Normal vector and the normalized position vector? Also how someone come up with a solution like this? Thanks! :)
I've just released a new update to my Godot 4.6 Dynamic Water Ripples asset and wanted to share it with the community.
The shader is designed to create interactive water surfaces with features like:
It's intended for lakes, rivers, pools, and other water surfaces in 3D projects.
I'd love to hear any feedback or suggestions for features that would make it more useful for your own projects.
You can check it out here:
https://paper-kitty-games.itch.io/godot-4-dynamic-ripples
If anyone has questions about how it's implemented or wants to see specific features added in future updates, let me know!
V2.0.1 - Hyper Realism Changes
- fixed how ripples work making them half circle instead of full
- made jumping in water create a full ripple
- added ability to see ripples from other rigid bodies in the water
- added hyper realistic water
-lots of extras and bug fixes/redesigns
-new documentation
***For older releases I'm keeping them in the page if you prefer a specific version***
First person shooter game
Been working on this for a while — Universal Shader Studio is a browser-based GLSL editor built with React + Three.js.
What it does:
Live: shader-studio-teal.vercel.app
Source: github.com/void032/shader-studio
Would love feedback from this community — especially on the export formats and what's missing for your workflow.
Can anyone give me some advice on improving the shading, shadows, and contouring of skin? This artwork is a good example of where I’m struggling.
I’ve watched tons of YouTube tutorials and practiced a lot, but I still have a hard time creating believable contrast and form. Whenever I try to add more depth, it ends up looking muddy or dirty instead of making the skin look like it actually has volume and contour.
If anyone has tips, paint-overs, exercises, or resources that helped you improve skin rendering, I’d really appreciate it. And please be nice to me—I’m still learning! 😅
Face in, ASCII out! This is a WebGPU shader editor with MediaPipe and GPU compute. Should I open source this?
I love shaders. im building 3d websites since 2016, and just now today I've added a shadertoy shader behind of my website. I think it looks very nice and the fps is decent. So what's stoping us from using shaders more as backgrounds for websites?
Hey guys,
I'm reverse-engineering a film camera app and trying to recreate its color science in a GPU shader
I have a 2D Hue/Luminance chart showing the before and after results.
My main question is: How do you mathematically achieve this kind of color rendering?
The colors look rich, dense, and very cohesive, but they never look oversaturated or like bright digital RGB. Instead of a linear rainbow, similar hues seem to get pulled together into distinct color families, giving the whole image a more unified, film-like look.
What kind of math or color models produce this behavior? Are there specific techniques, papers, or algorithms I should look into?
Thanks!
I built an ASCII shader sandbox using react typescript with Claude, it features customizing ASCII shaders like turing pattern, gargantua blackhole, etc. It also has custom glyph ramps, field and animation, color themes and export. You can export it as an embedded html so you can use it on your own code, it also has png export if you want to make a wallpaper.
This is an open-source tool, so if you are interested in contributing or have a shader in mind that you want to add here, just fork it and make a PR and let's build things together, here is the Github Repository:
https://github.com/j-casimiro/ascii-shader-sandbox
I hope you liked it, thank you!
Seems that dimensional portals don't get enough attention
A bright, drifting, psychedelic Synesthesia shader filled with flowing color, surreal motion, and sky-high cotton-candy visual energy.
I trained a dual-mode MobileNetUNet (27.9M params) that does inverse rendering in both directions with a single model.
Mode 0: RGB → Inverse maps (basecolor, normal, roughness/metallic/depth)
Mode 1: Inverse maps → RGB reconstruction
The model randomly picks a direction each training batch, so both paths are learned jointly and stay cycle-consistent.
Architecture:
- MobileNetV2 backbone (frozen except last 8 layers)
- Parallel encoder for additional learned features
- UNet decoder with channel attention, spatial attention, and skip connections
- Shared head trunk with per-task 1x1 output projections
Training:
- Flickr8k with paired inverse-rendered data
- Image size: 512×512, Precision: 16-mixed
- Optimizer: AdamW / Prodigy
- Loss: L1 + 0.5×MSE per map with weighted combination (basecolor=1.0, normal=1.5, RMD=1.0, RGB=1.0)
- EMA, tiled inference with overlap blending, 5-pass median stacking for cleaner results
Output maps:
- Basecolor (3ch) — albedo/diffuse
- Normal (3ch) — surface normals in tangent space
- Roughness (1ch) — R channel of RMD
- Metallic (1ch) — G channel of RMD
- Depth (1ch) — B channel of RMD
Weights, ONNX models (quantized and full precision), inference scripts, and Gradio app:
https://huggingface.co/singam96/ShadeNet
Released under CC BY-NC 4.0 (research/non-commercial use).
I always think of Scooby Doo, but I called this Synesthesia Scene, "70s Show".