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Monogame and HLSL - Point Light Shadow Mapping artifacts...

shadermonogamehlsllightshadow-mapping

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Unity 3d Sprite Shader (How do I limit Max Brightness to 1 with Multiple Lights Hitting)...

unity-game-engineshaderhlslfragment-shaderpixel-shader

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Premake5: How to build HLSL shaders?...

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Is this shader conditional bad for performance and can it be optimized?...

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Given normal map in world space what is a suitable algorithm to find edges?...

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Why does the Hidden/Fastblur shader no longer work on iOS for Unity 2018?...

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Which texture slot should be used to start where I need 7th and 8th slot together among 0 to 8 index...

c++directx-11hlslpixel-shader

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What is l and v1 and what type of values it holds?...

unity-game-enginegraphics3dglslhlsl

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How to use ID3D12ShaderReflection::GetVariableByName method...

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(Monogame/HLSL) Problems with ShadowMapping - Shadow dependent on Camera position...

c#shadowmonogamehlsldeferred

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How to edit a shader to make it show sprites it's on without any lights?...

unity-game-engineshaderhlsl

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Return values for arccosine?...

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Why is there a non-smooth reduction in intensity for attenuated light?...

hlslfragment-shaderlightingdirectx-9pixel-shader

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Only do alpha blending on certain output colors...

xnashadermonogamehlslalphablending

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Simply get the scaling of an object inside the Cg shader...

unity-game-engineshaderhlslcgunity3d-shaders

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Textured glass refraction and transparency...

shaderhlsl

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Blinn-Phong shading with HLSL and D3D11: point light...

shaderhlsllightingdirect3d11phong

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HLSL getting world position of PIXEL...

shaderhlsl

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Register Ranges in HLSL?...

rangehlsl

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DirectX - Writing to 3D Texture Causing Display Driver Failure...

c++directxhlsl

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multiplying vertex data causes uneven outline (shaderlab unity3d)...

unity-game-engineshaderhlslcgshaderlab

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Multiple SubShaders, only one is rendering...

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Tex2D returns interpolated values when off pixel center in HLSL...

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Numerical condition never true?...

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HLSL circular/spiral transition shader...

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DirectX11 - Geometry Shader with Stream Output...

c++directxhlsl

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Why does order matter in shaders?...

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DirectX11: Determining The Size of a Vertex Buffer...

c++directxhlsl

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HLSL 5.0 float1x3 vs float3x1 constant buffer packing rule...

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DirectX11 - Geometry Shader Stream Output Stream Undefined...

c++directxhlsl

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