Converting glsl shader to material nodes. Posts Latest Activity. Page of 2. Filtered by:. Previous 1 2 template Next.
Converting ShaderToy to Unity aka (Converting GLSL shaders to Cg/HLSL)
Converting glsl shader to material nodesPM. Hi, I have a quite complex problem. I'm trying to convert a glsl fragment shader to Unreal material nodes. The original shader isn't amazingly complex but at its core it uses interpolation search and various iterations per pixel.
I know that I could write the shader natively as explained here but honestly the documentation is quite lacking and it's also more difficult to support multiple platforms. So I've decided to try the Material editor approach. During the convertion I have encountered the following problems: 1 To convert the complexity of the original shader in a readable "visual" form I've created several Material functions that are then called by the main material. Anyway the original lines of code translated to several big material functions, but I think that this is an intrinsic peculiarity of the "visual nodes" approach.
Am I right? I've searched extensively but I haven't found anyone asking the same question, something that appears strange to me since iterative code can be quite normal in shaders. On the material there are 5 nodes of the function connected one after another.
It works but it's not very elegant, also it works only for very small cycles. After finishing all the material functions I've put them together in the proper material.
Unfortunately as soon as I connect the result to the output node the editor stops responding forcing me to kill the process. I've tried many times with the same result. I've opened the HLSL code window just to discover a huge shader made up of thousands of lines of code.
The "not simplified" version of the material was probably so huge that the editor crashed before being able to report the error. Local10 : MaterialFloat3 0. GameTime ; The final question is: what am I doing wrong? Maybe I completely miss something and I'm trying to do something in the worst possible way. Does anyone have tried to do something similar? Am I the only one who have tried something so dumb? Any help would be greately appreciated.Fortunately, many functions are the same, others have direct equivalents and, as a shader is typically less than lines long, what sounds like a manual process only takes a few minutes in practice.
Unity also have a useful page here. One solution if you want to achieve anything like a game-playable framerate is to render the effect to a fixed-size rendertexture, and then scale that up to fill the screen. Blit source, destination, material. Would that work? Yes — any of the shadertoys can be converted. Specifically with the Mul2 and the usage of the mul function. Could you add a couple examples? You are commenting using your WordPress.
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Alastair Aitchison. Skip to content. Unity Shadertoys a. Share this: Twitter Facebook. Like this: Like Loading Bookmark the permalink. August 12, at am. September 10, at pm. Alexander Brazie says:. October 22, at pm.You seem to have CSS turned off. Please don't fill out this field. Please provide the ad click URL, if possible:. Help Create Join Login. Operations Management. IT Management. Project Management. Services Business VoIP. Resources Blog Articles Deals.
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You can test it in your reference as you can remove the lines without changing anything in the resulting picture. Learn more. Ask Question. Asked 9 months ago.
The dark mode beta is finally here. Change your preferences any time. Stack Overflow for Teams is a private, secure spot for you and your coworkers to find and share information. Hello guys can someone help me with the conversion of glsl to c?
There are several OpenGl wrappers for cnot sure if all support shaders, but openTk supports for sure, example is here:.
Learn more. Asked 6 years, 6 months ago. Active 6 years, 6 months ago. Viewed 1k times. The right question is probably how to convert to HLSL? Are you using Direct3d? Active Oldest Votes. Giedrius Giedrius 7, 4 4 gold badges 43 43 silver badges 82 82 bronze badges. This sure helps alot!How to convert a shader from ShaderToy to Unity
Lawrence Kok Lawrence Kok 1, 9 9 silver badges 19 19 bronze badges. Thank so much this is helpful! Sign up or log in Sign up using Google.
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Unity Forum. Forums Quick Links. Asset Store Spring Sale starts soon! Joined: Aug 14, Posts: I am trying to convert this shader from ShaderToy to Unity.
ZWrite Off. VertexOutput vert VertexInput v. VertexOutput o. Last edited: Mar 17, Joined: Nov 7, Posts: That's because it's trying to use the GLSL screenspace derivative calls still. Just change those two lines to: Code CSharp :. InvertexMar 17, Thanks, committed that change as well. The effect seems the same for me. Did you enter play mode? Editor window doesn't update at a consistent rate, so time based shader effects will be kinda wonky unless you are in play mode.
It's because they are using a second texture in that shader which I guess the converted didn't make shaderlab for. And then assign the Channel1 noise texture they have assigned on that website. Yup I did that. Still doesn't seem to make a difference? Does it have something to do with the Vertex Output? Code CSharp :. No, that's proper, that's how it is in the shadertoy page. Thanks Invertex that's awesome! After changing my shader script to yours and using the noise file you uploaded, it works pretty awesome now!
Do you think this shader would work well with terrains? Especially a spherical terrain? Obviously just have to get rid of the time functions and the panning but I am hoping to integrate it with a terrain shader to get rid of tiled textures.
This seems like an awesome solution. I will post screenshots once I have it set up correctly. Thanks again man! You should check out all those shaders on ShaderToy ShaderMan is the man.Today I'm finally releasing Shdra side project I've been working on for a few months that has been sitting in my GitHub for a while.
Indeed, I've been looking for a tool to help me quickly iterate over shader development and didn't find any that would fit my needs. This editor supports many advanced features like syntax highlighting, history, line count and highlighting, error display and bracket matching to name a few. Using the top menu, Shdr provides some basic functionalities like local storage, switching between vertex and fragment shader editing, insertion of snippets, raw code download and sharing.
Shdr also packs a live material viewer featuring various models to test your shaders against. This viewer uses WebGL to render your shaders through a custom version of Three. More than a simple viewer, this panel is live updated as you type inside the editor, allowing extremely fast iteration and preview of your code. Finally, Shdr provides a real-time validator that will parse and display errors in your shaders as you type in the editor, highlighting error lines in red and providing some details about the error encountered in the status bar.
Shdr is accessible online at shdr. Or start fiddling with the shader shown in the previous screenshots here. Remember you can use the Share button to share your shaders with friends.
Shdr is also available for offline use and also on Chromebooks! So for issues, feature requests, contributions: Fork me on GitHub! About me. By Thibaut Despoulainposted Jun 1, in 3D. Head past after the break for the full release notes, info and screenshots.
A viewer Shdr also packs a live material viewer featuring various models to test your shaders against. A validator Finally, Shdr provides a real-time validator that will parse and display errors in your shaders as you type in the editor, highlighting error lines in red and providing some details about the error encountered in the status bar.