The hottest Shaders Substack posts right now

And their main takeaways
Category
Top Technology Topics
GM Shaders Mini Tuts 235 implied HN points 02 Dec 23
  1. Color blending in OkLab offers a more natural transition compared to regular RGB blending
  2. Understanding color spaces like sRGB and linear RGB is important for accurate color manipulation
  3. OkLab is a color space that approximates human perception of lightness and chroma, offering perceptually consistent color balancing
GM Shaders Mini Tuts 98 implied HN points 06 Jan 24
  1. By using gl_FragData[0-3], you can output 4 separate fragment colors to up to 4 surfaces with one draw call
  2. Multiple Render Targets have various applications like deferred rendering, unique object IDs, and depth maps in 2D or 3D contexts
  3. Consider limitations with MRTs, like compatibility with platforms, VRAM usage, and controlling fragment outputs independently
GM Shaders Mini Tuts 137 implied HN points 08 Dec 23
  1. Global Illumination in 2D can be achieved using Radiosity based GI for real-time per-pixel lighting in video games.
  2. Raymarching is a technique that accelerates scene rendering by approximating the distance to the nearest surface, often using Image-Based Distance Fields.
  3. Using Blue Noise and implementing implicit ray bouncing can enhance the quality of Global Illumination in games by providing uniform noise and consistent lighting across frames.
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GM Shaders Mini Tuts 98 implied HN points 29 Oct 23
  1. Understanding color values in shaders is crucial for avoiding washed out lights and ugly color banding.
  2. Tonemapping can help smooth out brightness levels and maintain color accuracy in shaders.
  3. HDR rendering can provide more accurate color representation beyond the standard 0 to 1 range.
GM Shaders Mini Tuts 137 implied HN points 18 Aug 23
  1. Noah Pauw discusses creating advanced 3D graphics in GameMaker using shaders for real-time lighting and PBR materials.
  2. Game Maker is favored by Noah despite advice to switch to Unity or Unreal for photorealistic 3D games.
  3. Noah shares insights on using Blender for 3D modeling, creating lighting shaders, implementing PBR materials, and drawing 3D environments in Game Maker.
GM Shaders Mini Tuts 98 implied HN points 07 Aug 23
  1. Emulating the retro CRT monitor look involves RGB color masking, pixelation, chromatic aberration, screen curvature, vignette, pulsing, scanlines, and bloom.
  2. Creativity allows for creating variations using different effects like scanlines, chromatic aberration, vignette, or just the RGB mask and pixelation.
  3. The tutorial provides insights on how to recreate the CRT effect for a game's visuals, providing a cozy and nostalgic feel.
GM Shaders Mini Tuts 19 implied HN points 29 Sep 23
  1. Shaders have limitations: vertex shaders can move vertices, fragment shaders can set colors or discard themselves.
  2. Consider resolution and texture samples for efficient shader performance.
  3. GLSL 1.00 has limitations compared to newer versions, affecting features like operators, data types, and texture functions.
GM Shaders Mini Tuts 19 implied HN points 27 Aug 23
  1. Using 'shader_enable_corner_id()' in vertex shaders for 3D particles allows identification and manipulation of vertices in GameMaker.
  2. Understanding vertex buffers and formats in GameMaker is essential for drawing and manipulating shapes.
  3. By manipulating corner IDs in shaders, it is possible to transform particles and sprites in GameMaker into 3D billboards.
GM Shaders Mini Tuts 0 implied HN points 05 May 23
  1. Signed Distance Functions (SDFs) are useful for creating shapes like circles and boxes in shaders.
  2. SDFs allow for easy anti-aliasing and adding outlines to shapes in shaders.
  3. SDFs are versatile and can be used for various effects like glows, shadows, and direct lighting in shaders.