With a wide range of shaders including skin, natural effects, metals, post processing effects, and much more, the NVIDIA Shader Library exists to help developers easily find and integrate great shaders into their projects.

All the shaders in this library are provided free of charge for use in derivative works, whether academic, commercial, or personal (Full License).


shadow PCSS For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post complements For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

scene deferred For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material shadow DirectX10 textured

image processing color conversion illustration DirectX10 textured

material image processing rendering DirectX10 textured




Perceptually-correct soft shadows. For more information, please see the "Percentage-Closer Soft Shadows" talk from GDC 2005. The talk is available at (1 technique/s)

Color space conversion -- takes the existing scene, and polarizes the colors along the color wheel -- colors that are close to the "Guide Color" become more like the guide, while colors closer to its complementary color in that direction. Parameters allow control of how tightly colors "bunch up" and permits the user to turn the effect so that desaturated colors are less affected. In the sample image, an orange tone was chosen -- skin tones are reddish and those have migrated towards the orange guide, while colors near blue (complement of orange) have become bluer. (1 technique/s)

A simple defered-rendering example -- an initial pass renders color, surface normals, and view vectors into multiple render targets (textures). A second pass combines the data in these textures with lighting info to create a final shaded image.(1 technique/s)




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post objsAsDisplacements For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

ddGodRays For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post bloom For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing DirectX10 textured

material image processing derivatives texture DirectX10 textured

image processing glow textured




This postprocess uses the values rendered by the previous part of the scene, and re-interprets their values as a 2D displacement map, which it applies to another image. The standard way to use this would be to have all objects export their normals. (1 technique/s)

A "godrays" effect done as a single pass. Make sure the input texture has alpha! It works best on a simple planar card, but go ahead and experiment with all sorts of geometry. The size of the glow is kept constant in screen space by adjustng the rays according to the partial derivates of UV in screenspace x and y -- that is, using ddx(UV) and ddy(UV) (1 technique/s)

Glow/bloom post processing effect -- for "bloom," only the brightest areas are affected.(1 technique/s)




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post godrays For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post glowtrail For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post RGB from HSV For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing DirectX10 textured

image processing glow peristence textured

image processing color conversion DirectX10 textured




Based on a radal blur effect, then with the origin image re-composited. (1 technique/s)

Persistence of blurry vision -- this effect uses "ping pong" render targets so that its state persists from frame to frame. Uses FP16 buffers (1 technique/s)

Color space conversion - now with optional color cycling (2 technique/s)




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relief mapping For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

Toksvig NormalMaps For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post glowBalloon For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material bumpmap DirectX10 textured

DirectX10 textured

material 

 




This material shows and compares results from four popular and advanced schemes for emulating displaement mapping. They are: Relief Mapping, Parallax Mapping, Normal Mapping, and Relief Mapping with Shadows. Original File by Fabio Policarpo. (4 technique/s)

"Toksvig-factor" anti-aliased bump mapping -- eliminate "buzzy" hilights along bump edges. Note use of 16-bit textures (g16r16) for precision with performance A description of the technique can be found at (2 technique/s)

Create a transparent "envelope" around any existing model. While implemented as a "post process" effect, this effect is just a second pass on the geometry -- no render-to-texture is needed. Great cheap effect for glows (or deep-sea egg pods) (1 technique/s)




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balloon For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post deepMask For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

scene deferred no mrt For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material classic DirectX10

image processing textured

material image processing rendering textured




Amazing inflating teapots! A plastic "balloon" surface (lit from either a point or directional source). Twiddle the "inflate" parameter to change the shape.(1 technique/s)

Application of "Image Enhancement by Unsharp Masking the Depth Buffer" from Siggraph 2006. This version applies the depth enhancement to an existing scene. The scene can be rendered very simply -- in fact it looks great on "flat" render effects like "FlatTexture" but can work with any sort of rendering. The user should choose Near and Far depth values to cover the ranges of depth found in the scene. See the original paper at here(1 technique/s)

A simple defered-rendering example. Some channels are currently un-used, while the "ViewSampler" could be considered redundant (you COULD calculate it on the fly, if texture-bandwidth limited)(1 technique/s)




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pulse23 For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

scene uvds skin For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

shadowSpot For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

pattern material animation DirectX10

textured

 

DirectX10 textured




Blast from the past (Cg 1 Maya sample shader). Analytic anti-aliasing against an arbitrary function -- in this case pulsing 3D sine waves. (1 technique/s)

A simplified UV-space-diffusion effect for use on character skin. See the chapter in GPU Gems 3 for the full nine yards! This shader further-extends the techniques from "scene_uvd_skin" and "scene_uv_diffusion" by adding shadows. The light and shadow here are unwrapped into a UV-space texture, diffused in surface coordinates and re-applied to the geometry in 3D, mixed with yet more 3D lighting to give both the crisp "immediacy" of the skin surface along with the soft, subsurface-diffused tones of skin's natural translucence. This effect is easy to apply to existing models without requiring any new art assets.(1 technique/s)

Simple shadow map example using HW shadow textures and render ports. Plastic-style shading with quadratic light falloff. Both shadowed full-scene shadow and unshadowed materials provided. (2 technique/s)




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paint brush For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

ribbonDistort For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

scene uv diffusion For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing paint textured

material animation image processing DirectX10 textured

material image processing textured




An .FX Paint Program. Scene geometry is ignored. Draw with the left mouse button. To clear screen, just make the brush big and paint everything. Resizing the window will mess up your drawing. Brush strokes will change in size and opacity over time, set "FadeTime" to a high value for more even (though less expressive) strokes. (1 technique/s)

This shader assumes the input model is a multi-segment unit square in XY with center at the origin. It distorts this unit square into a disk-like "ring" for use in sword battles etc. (1 technique/s)

UV-space lighting diffusion, as pioneered by George Borshukov in the "Matrix" films. We also use a specal "TexBlender" value, as used in the NVIDIA "Human Head" demo, to control the mix of surface detail in tandem with textured subsurface scattering. Be sure that your object UV coordinates fit within the range 0-1 and have no repeats or overlaps. (1 technique/s)




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reflections For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post color clipping For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post kuwahara For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material environment classic DirectX10 textured

image processing textured

image processing color conversion DirectX10 textured




Phong-shaded, metal- and plastic-style surfaces with a mirror term. Plastic or dielectic surfaces have varying reflectivity according to the angle at which a surface is viewed -- this variation is often called "fresnel" reflectance. (2 technique/s)

Clip low and high colors so that the resulting image is within a narrower range, e.g. for TV signals. Two Techniques are provided -- one clips the colors that go outside the specified range between Min and Max, while the other stretches or compresses the total color space to conform to the indicated range. (2 technique/s)

Kuwahara edge enhancement is a staple of image processing. (1 technique/s)




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plastic For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

metal For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

lambert For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material classic DirectX10 textured

material classic DirectX10 textured

material classic dirpos DirectX10 textured




A phong-shaded plastic-style surface lit from either a point or directional source. Textured, untextured, quadratic falloff or not (4 technique/s)

A phong-shaded metallic surface lit from either a point or directional source. Textured, untextured, quadratic falloff or not (4 technique/s)

This surface is DULL. A matte, lambert surface lit from either a point or directional source (You can attach either a point light OR a directional source to it). Four techniques are provided: permutations of textured/untextured and quadratic-falloff/constant lighting (4 technique/s)




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plasticD For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

metalD For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

metalP For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material classic DirectX10 textured

material classic DirectX10 textured

material classic DirectX10 textured




A phong-shaded plastic-style surface lit from a directional source. Textured & untextured versions. (2 technique/s)

A phong-shaded metallic surface lit from a directional source. Textured & untextured versions. (2 technique/s)

A phong-shaded metallic surface lit from a point source. Textured, untextured, quadratic falloff or not (4 technique/s)




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plasticP For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

DebugSpaces For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

DebugTexCoords For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material classic DirectX10 textured

material debug virtual machine DirectX10 textured

DirectX10 textured




A phong-shaded plastic-style surface lit from a point source. Textured, untextured, quadratic falloff or not (4 technique/s)

This .fx file uses 3d checker patterns to illustrate a number of important coordinate systems and shading vectors. #define USER_COLORS if you want to use parameters instead of the fixed macro colors. (8 technique/s)

View Object's TEXCOORD Registers (16 technique/s)




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DebugValues For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

EdgeFuzz For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

BrdfFromTextures For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 4

GeForce 6

GeForce 6

material debug virtual machine bumpmap textured

material organic DirectX10

material brdf texture DirectX10 textured




This effect file uses colors to illustrate a number of shading vectors -- that is, values that are typically important in shading. This effect can often help find bogus parts of models, or be used to explore the contents of a model. (15 technique/s)

Simple edge lighting effect -- the color of the surface shifts when viewed on-edge. Optionally, the light color can also be effected -- the result of both is to create an illusion of the surface being covered by some sort of smooth barely-visible fuzz. (1 technique/s)

Shading via multitexture. Two textures are interpolated over the surface, and their product results in the final specular BDRF. The initial textures supplied approximate a Cook-Torrance model using one set of possible parameters, but different textures can be used to emulate a wide variety of isotropic BRDF models. Try painting some of your own! (2 technique/s)




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post scratched film For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

pre texture For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post radialBlur For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing animation virtual machine DirectX10 textured

image processing textured

image processing DirectX10 textured




Create a scratched-movie-film look using animated noise (1 technique/s)

Put a simple image texture behind the current scene (1 technique/s)

Radial blur effect. This version allows you to specifiy an arbitrary number of samples.(1 technique/s)




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post RGB from CMY For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post RGB to YUV For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post RGB to CMYK For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing color conversion DirectX10 textured

image processing color conversion DirectX10 textured

image processing color conversion DirectX10 textured




Color space conversion (1 technique/s)

Color space conversion (1 technique/s)

Color space conversion (1 technique/s)




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post RGB to HSV For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post RGB to CMY For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post RGB from CMYK For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing color conversion DirectX10 textured

image processing color conversion DirectX10 textured

image processing color conversion DirectX10 textured




Color space conversion (1 technique/s)

Color space conversion (1 technique/s)

Color space conversion (1 technique/s)




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post RGB from YUV For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

velvety For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

carpaint texColor For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing color conversion DirectX10 textured

material organic DirectX10 textured

material brdf texture DirectX10 textured




Color space conversion (1 technique/s)

A simple combination of vertex and pixel shaders with velvety edge effects. Great for any model that needs that "feeling of softness." (4 technique/s)

Shading via multitexture. In this case, a texture is used to vary the underlying surface color based upon both the view angle and the angle at which ligh strikes the surface. The initial data driving this shading model came from Ford Motor Company, which directly measured "Mystique" and other lustrous car paints in their lab. The associated default texture is a hand-enhanced variant on the original Ford paint -- try painting your own! (2 technique/s)




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Grisaille For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

AnisotropicHilight For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post toonShadow For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce FX

material stylized DirectX10 textured

material virtual machine DirectX10 textured

image processing textured




"Grisaille" is a style of drawing based on a style of sculture relief where the figures are "flattened" against a larger flat surface. This effect allows the user to tweak the "flatness" of the shading against the surface of the screen, as if the 3D scene were carved in (animating) relief. (2 technique/s)

Uses a texture map as a high-speed lookup, so that complex anisotropic highlights can be displayed in real time. This new version of the effect generates its own anisotropy map, and is compatible with both FX Composer and EffectEdit. (1 technique/s)

A sort of defered toon shading, which renders the light-dark transition as a soft, rounded line. This technique inspired by a method used in Studio Ghibli's "Howl's Moving Castle." Typically, you should render objects using an un-shaded effect (that is, pure color and/or texture -- no lighting, or lighting with a strong ambient light) (1 technique/s)




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post corona For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post cameraShake For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

BumpyGlossyMetal For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce FX

image processing animation glow virtual machine textured

image processing animation vertex DirectX10 textured

material environment classic bumpmap textured




Render-to-Texture (RTT) *animated* glow example. Blur is done in two separable passes. (1 technique/s)

Emulates a vibrating camera entirely through image-processing. (1 technique/s)

Bumpy, fresnel-shiny, METAL, textured, with two quadratic-falloff point lights (1 technique/s)




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lambSkin For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post color mixer monochrome For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post color mixer For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material organic stylized DirectX10 textured

image processing color conversion DirectX10 textured

image processing DirectX10 textured




A lambertian-like surface with light "bleed-through" -- appropriate for soft translucent materials like skin. The "subColor" represents the tinting acquired by light diffused below the surface. Set the "Rolloff" angle to the cosine of the angle used for additional lighting "wraparound" -- the diffuse effect propogates based on the angle of LightDirection versus SurfaceNormal. Versions are provided for shading in pixel or vertex shaders, textured or untextured. (4 technique/s)

Just pass image through as monochrome -- multiply it by the relative intensities defined by the parameters "Red," Green," and "Blue." (1 technique/s)

This is much like a Photoshop(tm) "color mixer" layer -- the intensities of each input red, green, and blue channels are graded against the colors indicated in the paramter list, then remixed.(1 technique/s)




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post edgeDetect tuned For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post edgeDetect For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post edgeDetect 3color For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing DirectX10 textured

image processing DirectX10 textured

image processing DirectX10 textured




Same as "scene_edgeDetect," but with the kernel values "hand-cooked" for efficiency (1 technique/s)

Detect image edges in the current scene. (1 technique/s)

Same as "scene_edgeDetect," but with separated R, G, and B (1 technique/s)




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post titleOverlay For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post negative For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

scene toonEdges For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce FX

image processing animation textured

image processing color conversion DirectX10 textured

image processing animation bumpmap textured




Animatable overlay titling - uses the ROP rather than render-to-texture (2 technique/s)

Create a negative image of the underlying scene. Un-inverted alpha is preserved.(1 technique/s)

Toony stuff. Two kinds of edge detection combined: normals and depth edge detection, resulting in clean predictable lines. (1 technique/s)




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post negOffset For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

subcutaneous For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post halftone dots For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

DirectX10 textured

DirectX10 textured

image processing pattern virtual machine DirectX10 textured




A look typical of 1960s "op-art" optical printing. Add slight shifts to an image (1 technique/s)

Makes a texture appear as if its "beheath" the surface. Useful for kinds of ceramic glazing (1 technique/s)

Radial-dot B&W halftones applied to the underlying scene. The dots are pre-calculated and are fetched, according to the desired intensity, from a small volume texture. (1 technique/s)




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vbomb For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

wood For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post halftone grainy For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

DirectX10 textured

material organic pattern virtual machine DirectX10 textured

image processing color conversion DirectX10 textured




HLSL noise implementation for an animated vertex program. This is based on Ken Perlins original code: here(1 technique/s)

Similar to the classic "RenderMan Companion" wood shader, though for realtime performance we use a noise texture rather than calls to a numeric noise() function. This texture can be loaded from disk, or dynamically created on the spot by DirectX9 using the HLSL virtual machine and setting the macro "PROCEDURAL_TEXTURE". This new version is updated to support varying shininess for light and dark bands in the wood. (1 technique/s)

A noisy halftoning pattern, based on noisy pre-calculated an indexed out of a 3D volume texture. (1 technique/s)




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COLLADA

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phong For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

phong bump reflect For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

plasticPQ For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 4

material textured DirectX10 textured

material textured true true DirectX10 textured

classic material textured




A surface using classic "phong" shading, i.e., the lit() function(1 technique/s)

A surface using classic "phong" shading, i.e., the lit() function (1 technique/s)

Simple Point-lit Plastic using the (Phong) "lit()" function and with quadratic light falloff. This shader can be used for most any clean, simple, NON-METALLIC surface. Three techniques are shown: Two pixel-shaded versions, with or without a texture, or a lower-quality vertex-shaded version with a texture. (3 technique/s)




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uvDetective For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post halo For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post glow screenSize For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce FX

GeForce FX

DirectX10 textured

image processing pattern glow textured

image processing glow textured




A helpful tool for artists to optimize their texture sizes, so that textures created by artists wont be too small (looking bad) or too big (wasting artist time on texture detail that will never be seen). HOW TO USE UVDETECTIVE: (1) Look for regions where desired texture reso is dominant. (2) Set desired size in the "Reso" parameter. (3) In the "TexRez" techniques (6 technique/s)

Render-to-Texture (RTT) Halo example. Blur is done in two separable passes. (1 technique/s)

Render-to-Texture (RTT) glow example. Blurs is done in two separable passes. (2 technique/s)




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scene tonemap For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

pre gradient For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

pre cubeBg For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

textured

 

image processing textured

textured

 




Simple tone mapping shader with exposure and gamma controls. This is an HDR example, so it requires a GPU capable of supporting the FP16 formats used in typical HDR formats such as OpenEXR.here(1 technique/s)

Put a color ramp behind the current scene (1 technique/s)

Put a 3D texture *behind* the current scene (1 technique/s)




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pulse23b For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

pre gradient hsv For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

pre color For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 4

GeForce 6

GeForce 4

pattern material

image processing textured

image processing




Blast from the past (Cg 1 Maya sample shader). Analytic anti-aliasing against an arbitrary function. (1 technique/s)

Place a gradient background into the scene. The colors are animatable and the interpolation of the gradient occurs in HSV color space, rather than RB, to provide more-consistent luminance changes (1 technique/s)

Clear screen to a flat color. Completely shaderless! (1 technique/s)




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post starFilter For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post tiles For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post unsharpMask For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce FX

GeForce 6

GeForce 6

image processing textured

textured

 

image processing textured




2-pass blurring directionally -- the two passes are completely separated, resulting in a "star" pattern (1 technique/s)

Degrade image into a set of mock "3D-looking" tiles (1 technique/s)

Classic Unsharp Mask Sharpening (1 technique/s)




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COLLADA

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post spotlight For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

scene seeTextureBias For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

scene objectsAsDisplacements For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce FX

GeForce 6

GeForce FX

image processing bumpmap textured

image processing textured

image processing textured




2D "lighting" effects -- with or without bump. This is somewhat similar to the Adobe Photoshop (tm) "Lighting" effect (2 technique/s)

Simple texture biasing demo/experiment, shows whats possible with biased blurring. (1 technique/s)

Put a texture behind the current scene (1 technique/s)




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post posterize For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post pulsing For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

scene lineDraw For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing DirectX10 textured

image processing animation DirectX10 textured

textured

 




Reduce color space - each RGB channel will be reduced to no more than "nColors" tones (1 technique/s)

Renders the scene to an offscreen texture then re-renders it to the screen, with pulsing, changing, on-screen texture coordinates. Clicking the mouse in the screen will also change the effect slightly. (1 technique/s)

Combines two different methods of edge detection to make a more-robust line drawing. (4 technique/s)




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CgFX

COLLADA

HLSL

CgFX

COLLADA

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post shadow overlay For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

scene Mandelbrot For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

scene displaceMap For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce FX

textured

 

image processing pattern textured

image processing textured




Shadow-map for all geometry thats overlaid on white and composited. This trick provides simple shadowing across multiple materials without editing their shaders. The downsides are incorrect shadowing of with transparency and objects that are lit by multiple lights (1 technique/s)

Mandelbrot set browser using PS_3 branching (1 technique/s)

Use the indicated map to distort the current scene. (1 technique/s)




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post sepia For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

cage For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

checker3d For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing color conversion DirectX10 textured

textured

 

material pattern virtual machine DirectX10 textured




Convert the current scene to monochrome with "sepia" toning(1 technique/s)

3D meshcage effect, created by procedural texturing. Texture is pre-calculated by HLSL. Wires are aligned to world coordinates in this sample. $Date: 2008/06/25 $(1 technique/s)

3D Checkerboard effect, created by procedural texturing. Texture is pre-calculated, using the HLSL virtual machine (VM). To see a purely analytic alternative that gives good anti-aliasing at all scales, see "checker3d_math.fx" As an "extra," the check pattern is also applied to the specular value, to make the variation between materials stronger.(1 technique/s)




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HLSL

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checker3d math For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

blinn For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

blinn bump reflect For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material pattern DirectX10

material textured DirectX10 textured

material textured true true DirectX10 textured




3D Checker showing anti-aliasing using ddx/ddy. This result is PURELY numeric, so slower than using texture-based AA. It is, however, able to anti-alias regardless of the view scale. For a fast texture-based version, see "checker3d.fx" (1 technique/s)

A surface using "blinn" shading, which is especially appropriate for some metal finishes and sometimes even for materials like skin. (1 technique/s)

A surface using "blinn" shading, which is especially appropriate for some true finishes and sometimes even for materials like skin. (1 technique/s)




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CgFX

COLLADA

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CgFX

COLLADA

HLSL

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brix For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

glossyWetHilight For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

gooch For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material pattern virtual machine DirectX10 textured

material organic stylized DirectX10 textured

material DirectX10




Brick pattern, with controls, using texture-based patterning. The lighting here is PURELY lambert and from a directional source, so it's done in the vertex shader. (1 technique/s)

A wet-glossy surface, a little smoke & mirrors to make things ultra-shiny. Glossiness is controlled not only by the usual power function, but also by applying a set of gloss controls that cause a sharp falloff across a specified range. The falloff will occur in the highlight range [glossBot-glossTop] and the amount of falloff is specified by "glossDrop." Setting "glossDrop" to 1.0 nullifies the effect. (2 technique/s)

A surface using classic "gooch" shading, popular in CAD (1 technique/s)




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CgFX

COLLADA

HLSL

CgFX

COLLADA

HLSL

CgFX

COLLADA

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gooch bump reflect For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

clock For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

durer For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material true true DirectX10 textured

DirectX10 textured

DirectX10 textured




A surface using classic "gooch" shading, popular in CAD (1 technique/s)

Align as a quad to screen according to the original tex coords -- as a sprite, best applied to simple quads with 0-1 tex coords. Then apply "Numbers.dds" as a stream of number textures to create an apparent numeric ocunter, driven by the vertex shader.(1 technique/s)

This effect is intended to look like pen crosshatching -- it was inspired by the British Museums Durer exhibit of 2003. Some of Durer's most famous drawings were made in two colors of ink on medium-colored paper. The diffuse shape rendering was drawn in cross-hatches in a dark ink (2 technique/s)




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CgFX

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HLSL

CgFX

COLLADA

HLSL

CgFX

COLLADA

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durer math For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

ThinFilm For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

DrawSharedShadow For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 4

GeForce 6

GeForce 6

pattern material

material virtual machine DirectX10 textured



 




Emulation of Durer-style split-tone technique. Lines are drawn in black for shadow, then light-tone opaque lines are overlaid in a different direction for the highlights. This effect uses ANALYTICALLY ANTI-ALIASED strokes - that is, via shader math. An alternative uses textured strokes. (4 technique/s)

Creates the illusion that the surface is covered with a thin film of transparent material, as in oily water, thin shellacs, dirty layered ice, etc. (1 technique/s)

Just draw a shadow map ONLY -- dont display or otherwise use it! This shader is intended for use with COLLADA-Cg TO USE: add this effect in FXComposer (1 technique/s)




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EnvironmentPassThru For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

FlatTexture For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

BumpReflect For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce FX

material environment DirectX10 textured

material DirectX10 textured

material environment classic bumpmap textured




For use in backgrounds, or to cut "holes" through other objects. The surface of any model will be replaced by the colors of the background environment map. (1 technique/s)

Just Show Me The Texture - No Lighting! Simplistic, but useful as an input render style for many scene-level render (and defered-render) techniques. (3 technique/s)

Pure Bump-mapped Reflection in DirectX9 (1 technique/s)




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HLSL

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BumpyGlossy For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

DepthColor For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

Nightfall For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce FX

GeForce 6

GeForce 6

material environment classic bumpmap textured

material debug DirectX10

lighting texture animation DirectX10 textured




Bumpy, fresnel-shiny, plastic/dielectric, textured, with two quadratic-falloff point lights(1 technique/s)

Depth as color - the values Hither' and 'Yon' (Near and Far) must be set explicitly. The result will be an image where the depth will be coded as a blend between foreground and background colors. The "rolloff" parameter can be used to bias values toward the front or back. (1 technique/s)

Day/Night Earth Shader -- Apply to a Sphere! This example uses two textures for the same surface and modulates between them for the light/dark lighting transitions, rather than ramping-off to black. (1 technique/s)




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COLLADA

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Ocean For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

TexturePositioning For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

Graph1DTexture For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

material animation environment bumpmap DirectX10 textured

material DirectX10 textured

textured

 




Simple ocean shader with animated bump map and geometric waves Based partly on "Effective Water Simulation From Physical Models", GPU Gems (1 technique/s)

A simple diffuse example that shows some texture positioning capabilities. (1 technique/s)

A simple way to view 1D Textures (e.g., color ramps) as a 2D graph This is an imaging shader, all geometry is ignored (1 technique/s)




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HLSL

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MrWiggle For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

NebulaLight For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post color matrix effects For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce FX

GeForce 6

material animation vertex DirectX10 textured

material ambient textured

image processing DirectX10 textured




Simple sinusoidal vertex animation on a phong-shaded plastic surface. The highlight is done in VERTEX shading -- not as a texture. Textured/Untextured versions are supplied Do not let your kids play with this shader, you will not get your computer back for a while. (2 technique/s)

Make a 3D volume of color by intersecting a projected rgb texture by its own alpha, where the alpha is projected at right angles. To see the effect. move an object around in XYZ space and it will move in and out of the "nebula" colors. (1 technique/s)

Simple color correction controls using a color matrix, as seen in the NVIDIA "Toys" demo. Controls are much like those on your TV: Brightness, Contrast, etc. (1 technique/s)




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HLSL

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COLLADA

HLSL

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COLLADA

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post color spin For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post distort For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post color desaturate For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce FX

image processing DirectX10 textured

image processing virtual machine DirectX10 textured

image processing textured




Ignore selection geometry, but use its orientation to rotate the colors of a texture mapped to a full-screen quad. In FX Composer, assign this effect to any node, and then spin the node to rotate the color matrix of the overall image. (1 technique/s)

Use a noise texture to distort the render target, creating an appearance not unlike seeing through rippled glass (1 technique/s)

Desaturate the color in the current scene (1 technique/s)




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post color gradient For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post color keying For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post glow For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce FX

GeForce 6

GeForce 6

image processing virtual machine textured

image processing DirectX10 textured

material textured DirectX10




Apply grayscale values to color curve texture -- the color ramp texture can be from read from a file or be created procedurally, just #define CURVE_FILE to use a file. Different techniques provide gradients against each of the R, G, B channels or against an overall grayscale. (4 technique/s)

Key based on the RGB-space distance from a specified color(1 technique/s)

A full-screen glow effect using multiple passes (1 technique/s)




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HLSL

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HLSL

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post glow fixedSize For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post glow inset For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post dropShadow For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce FX

GeForce FX

GeForce 6

image processing glow

image processing glow textured

textured

 




Render-to-Texture (RTT) glow example - glow is overlaid on top of the current scene. The render target is a fixed size. Blur is done in two separable passes: a horizontal pass and then a vertical pass. (2 technique/s)

Render-to-Texture (RTT) glow example. Blurs are done in two separable passes. (1 technique/s)

Full-screen render-to-texture (RTT) example, adding a 2D dropshadow to the (possibly 3D) scene. Blur is done in two separable passes. (1 technique/s)




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HLSL

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HLSL

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post frost For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post frost fast For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post color curve For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing virtual machine DirectX10 textured

image processing virtual machine DirectX10 textured

image processing virtual machine DirectX10 textured




An imaging effect that looked like viewing through ice-frosted glass. (1 technique/s)

Very similar to "post_frost" but faster at the expense of some sampling choices. (1 technique/s)

Texture-based remap of color space. Color ramp textures can be easily generated by Photoshop and the PS "Curves" command. The technique is described in "GPU Gems" in the section on color control. (1 technique/s)




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CgFX

COLLADA

HLSL

CgFX

COLLADA

HLSL

CgFX

COLLADA

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goochyPt For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

goochy gloss For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

metalPQ For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 4

GeForce 4

GeForce 4

classic material

classic material textured

classic material textured




Gooch style diffuse texturing, per-vertex, based on a point light source See "goochy_gloss" for a pixel-shaded alternative. Gooch shading ranges from a warm tone near the light direction to a cool tone on the opposite side of a model. While non-photorealistic, this approach is useful for revealing overall shape of a form, especially when modelling. (1 technique/s)

Gooch style diffuse shading, calculated PER-PIXEL against a directional light source, and with optional texture-mapping. This version also contains a glossy hilight with threshholding to create a strong impression of surface smoothness. Gooch shading ranges from a warm tone near the light direction to a cool tone on the opposite side of a model. While non-photorealistic, this approach is useful for revealing overall shape of a form, especially when modelling. (2 technique/s)

Simple Point-lit Plastic using the (Phong) "lit()" function and with quadratic light falloff. This shader can be used for most any clean, simple, NON-METALLIC surface. Three techniques are shown: Two pixel-shaded versions, with or without a texture, or a lower-quality vertex-shaded version with a texture. (3 technique/s)




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HLSL

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COLLADA

HLSL

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gooch slicer For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

goochy For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

goochyDir For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 4

DirectX10

 

material stylized classic DirectX10 textured

classic material




Slice an object along any arbitrary plane. Gooch shading -- but the SLICE portion is important here. Slicing is across the Z axis of an attachable (spot)light xform. (1 technique/s)

Gooch shading w/glossy hilight in HLSL ps_2 pixel shader. Textured and non-textued versions are supplied.(2 technique/s)

Gooch style diffuse shading, calculated per-vertex against a directional light source. See "goochy_gloss" for a pixel-shaded alternative. Gooch shading ranges from a warm tone near the light direction to a cool tone on the opposite side of a model. While non-photorealistic, this approach is useful for revealing overall shape of a form, especially when modelling. (1 technique/s)




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CgFX

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HLSL

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COLLADA

HLSL

CgFX

COLLADA

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post badPrinting For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post bleach bypass For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

post blendOverlay For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 6

image processing textured

image processing DirectX10 textured

image processing virtual machine textured




Emulates CMYK printing -- where the print passes are misaligned!!! Note that you might not see much effect on any channel except K' if you apply this effect to a gray object(1 technique/s)

An image effect that's intended to look like the movie-film printing effect called "bleach bypass," where a normal step of processing is skipped to cause unique color- and contrast effects. The "Blend Opacity" slider lets you dial-in the strength of this effect. (1 technique/s)

Typical set of blend modes -- overlay a file texture. By setting the appropriate #define values and recompiling, these shaders also support "Advanced" blend modes like those found in the layers of Adobe Photoshop (TM). Advanced "blend" ranges are available, based on VM-generated textures. For best results,use a card capable of FP-pixel texture support. (38 technique/s)




HLSL

CgFX

COLLADA

HLSL

CgFX

COLLADA

HLSL

CgFX

COLLADA

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Whitepaper

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Whitepaper

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phong For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

phong bump reflect For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

   

plasticPQ For a direct link to this sample, right-click and copy the URL (shortcut) of this link icon.

GeForce 6

GeForce 6

GeForce 4

material textured DirectX10 textured

material textured true true DirectX10 textured

classic material textured




A surface using classic "phong" shading, i.e., the lit() function(1 technique/s)

A surface using classic "phong" shading, i.e., the lit() function (1 technique/s)

Simple Point-lit Plastic using the (Phong) "lit()" function and with quadratic light falloff. This shader can be used for most any clean, simple, NON-METALLIC surface. Three techniques are shown: Two pixel-shaded versions, with or without a texture, or a lower-quality vertex-shaded version with a texture. (3 technique/s)




HLSL

CgFX

COLLADA

HLSL

CgFX

COLLADA

HLSL

CgFX

COLLADA

Whitepaper

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Whitepaper

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Whitepaper

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