
In
computer graphics, a shader is a
computer program that calculates the appropriate levels of
light,
darkness, and
color during the
rendering of a
3D scene
This is a glossary of terms relating to computer graphics.
For more general computer hardware terms, see glossary of computer hardware terms
This glossary of computer hardware terms is a list of definitions of terms and concepts related to com ...
- a process known as ''
shading''. Shaders have evolved to perform a variety of specialized functions in computer graphics
special effects and
video post-processing, as well as
general-purpose computing on graphics processing units.
Traditional shaders calculate
rendering effects on graphics hardware with a high degree of flexibility. Most shaders are coded for (and run on) a
graphics processing unit (GPU), though this is not a strict requirement. ''Shading languages'' are used to program the GPU's
rendering pipeline, which has mostly superseded the
fixed-function pipeline of the past that only allowed for common
geometry transforming and
pixel-shading functions; with shaders, customized effects can be used. The
position
Position often refers to:
* Position (geometry), the spatial location (rather than orientation) of an entity
* Position, a job or occupation
Position may also refer to:
Games and recreation
* Position (poker), location relative to the dealer
* ...
and
color (
hue,
saturation,
brightness, and
contrast) of all
pixels,
vertices, and/or
textures used to construct a final rendered image can be altered using
algorithms defined in a shader, and can be modified by external
variables or textures introduced by the computer program calling the shader.
Shaders are used widely in
cinema post-processing,
computer-generated imagery
Computer-generated imagery (CGI) is the use of computer graphics to create or contribute to images in art, printed media, video games, simulators, and visual effects in films, television programs, shorts, commercials, and videos. The images may ...
, and
video games to produce a range of effects. Beyond simple lighting models, more complex uses of shaders include: altering the
hue,
saturation,
brightness (
HSL/HSV) or
contrast of an image; producing
blur,
light bloom,
volumetric lighting,
normal mapping (for depth effects),
bokeh,
cel shading
Cel shading or toon shading is a type of non-photorealistic rendering designed to make 3-D computer graphics appear to be flat by using less shading color instead of a shade gradient or tints and shades. A cel shader is often used to mimic th ...
,
posterization,
bump mapping,
distortion,
chroma keying (for so-called "bluescreen/
greenscreen" effects),
edge and
motion detection
Motion detection is the process of detecting a change in the position of an object relative to its surroundings or a change in the surroundings relative to an object. It can be achieved by either mechanical or electronic methods. When it is done by ...
, as well as
psychedelic
Psychedelics are a subclass of hallucinogenic drugs whose primary effect is to trigger non-ordinary states of consciousness (known as psychedelic experiences or "trips").Pollan, Michael (2018). ''How to Change Your Mind: What the New Science of ...
effects such as those seen in the
demoscene.
History
This use of the term "shader" was introduced to the public by
Pixar with version 3.0 of their
RenderMan Interface Specification, originally published in May 1988.
As
graphics processing units evolved, major graphics
software libraries such as
OpenGL
OpenGL (Open Graphics Library) is a cross-language, cross-platform application programming interface (API) for rendering 2D and 3D vector graphics. The API is typically used to interact with a graphics processing unit (GPU), to achieve hardwa ...
and
Direct3D
Direct3D is a graphics application programming interface (API) for Microsoft Windows. Part of DirectX, Direct3D is used to render three-dimensional graphics in applications where performance is important, such as games. Direct3D uses hardware a ...
began to support shaders. The first shader-capable GPUs only supported
pixel shading, but
vertex shaders
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as '' shading''. Shaders have evolved to perform a variety of ...
were quickly introduced once developers realized the power of shaders. The first video card with a programmable pixel shader was the Nvidia
GeForce 3 (NV20), released in 2001.
Geometry shaders
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as ''shading''. Shaders have evolved to perform a variety of speci ...
were introduced with Direct3D 10 and OpenGL 3.2. Eventually, graphics hardware evolved toward a
unified shader model.
Design
Shaders are simple programs that describe the traits of either a
vertex or a
pixel. Vertex shaders describe the attributes (position,
texture coordinates, colors, etc.) of a vertex, while pixel shaders describe the traits (color,
z-depth and
alpha
Alpha (uppercase , lowercase ; grc, ἄλφα, ''álpha'', or ell, άλφα, álfa) is the first letter of the Greek alphabet. In the system of Greek numerals, it has a value of one. Alpha is derived from the Phoenician letter aleph , whic ...
value) of a pixel. A vertex shader is called for each vertex in a
primitive
Primitive may refer to:
Mathematics
* Primitive element (field theory)
* Primitive element (finite field)
* Primitive cell (crystallography)
* Primitive notion, axiomatic systems
* Primitive polynomial (disambiguation), one of two concepts
* Pr ...
(possibly after
tessellation); thus one vertex in, one (updated) vertex out. Each vertex is then rendered as a series of pixels onto a surface (block of memory) that will eventually be sent to the screen.
Shaders replace a section of the graphics hardware typically called the Fixed Function Pipeline (FFP), so-called because it performs
lighting and texture mapping in a hard-coded manner. Shaders provide a programmable alternative to this hard-coded approach.
The basic
graphics pipeline is as follows:
* The CPU sends instructions (compiled
shading language programs) and geometry data to the graphics processing unit, located on the graphics card.
* Within the vertex shader, the geometry is transformed.
* If a geometry shader is in the graphic processing unit and active, some changes of the geometries in the scene are performed.
* If a tessellation shader is in the graphic processing unit and active, the geometries in the scene can be
subdivided.
* The calculated geometry is triangulated (subdivided into triangles).
* Triangles are broken down into
fragment quads (one fragment quad is a 2 × 2 fragment primitive).
* Fragment quads are modified according to the fragment shader.
* The depth test is performed; fragments that pass will get written to the screen and might get blended into the
frame buffer.
The graphic pipeline uses these steps in order to transform three-dimensional (or two-dimensional) data into useful two-dimensional data for displaying. In general, this is a large pixel matrix or "
frame buffer".
Types
There are three types of shaders in common use (pixel, vertex, and geometry shaders), with several more recently added. While older graphics cards utilize separate processing units for each shader type, newer cards feature
unified shaders which are capable of executing any type of shader. This allows graphics cards to make more efficient use of processing power.
2D shaders
2D shaders act on
digital images
A digital image is an image composed of picture elements, also known as ''pixels'', each with ''finite'', '' discrete quantities'' of numeric representation for its intensity or gray level that is an output from its two-dimensional functions f ...
, also called
''textures'' in the field of computer graphics. They modify attributes of
pixels. 2D shaders may take part in rendering
3D geometry
In mathematics, solid geometry or stereometry is the traditional name for the geometry of three-dimensional, Euclidean spaces (i.e., 3D geometry).
Stereometry deals with the measurements of volumes of various solid figures (or 3D figures), inc ...
. Currently the only type of 2D shader is a pixel shader.
Pixel shaders
Pixel shaders, also known as
fragment
Fragment may refer to:
Entertainment
Television and film
* "Fragments" (''Torchwood''), an episode from the BBC TV series
* "Fragments", an episode from the Canadian TV series ''Sanctuary''
* "Fragments" (Steven Universe Future), an episode f ...
shaders, compute
color and other attributes of each "fragment": a unit of rendering work affecting at most a single output
pixel. The simplest kinds of pixel shaders output one screen
pixel as a color value; more complex shaders with multiple inputs/outputs are also possible. Pixel shaders range from simply always outputting the same color, to applying a
lighting value, to doing
bump mapping,
shadows,
specular highlights,
translucency and other phenomena. They can alter the depth of the fragment (for
Z-buffering), or output more than one color if multiple
render targets are active. In 3D graphics, a pixel shader alone cannot produce some kinds of complex effects because it operates only on a single fragment, without knowledge of a scene's geometry (i.e. vertex data). However, pixel shaders do have knowledge of the screen coordinate being drawn, and can sample the screen and nearby pixels if the contents of the entire screen are passed as a texture to the shader. This technique can enable a wide variety of two-dimensional
postprocessing effects such as
blur, or
edge detection/enhancement for
cartoon/cel shaders. Pixel shaders may also be applied in ''intermediate'' stages to any two-dimensional images—
sprites or
textures—in the
pipeline, whereas
vertex shaders
In computer graphics, a shader is a computer program that calculates the appropriate levels of light, darkness, and color during the rendering of a 3D scene - a process known as '' shading''. Shaders have evolved to perform a variety of ...
always require a 3D scene. For instance, a pixel shader is the only kind of shader that can act as a
postprocessor or
filter for a
video stream after it has been
rasterized.
3D shaders
3D shaders act on
3D model
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, an ...
s or other geometry but may also access the colors and textures used to draw the model or
mesh. Vertex shaders are the oldest type of 3D shader, generally making modifications on a per-vertex basis. Newer geometry shaders can generate new vertices from within the shader. Tessellation shaders are the newest 3D shaders; they act on batches of vertices all at once to add detail—such as subdividing a model into smaller groups of triangles or other primitives at runtime, to improve things like
curve
In mathematics, a curve (also called a curved line in older texts) is an object similar to a line (geometry), line, but that does not have to be Linearity, straight.
Intuitively, a curve may be thought of as the trace left by a moving point (ge ...
s and
bumps, or change other attributes.
Vertex shaders
Vertex shaders are the most established and common kind of 3D shader and are run once for each
vertex given to the graphics processor. The purpose is to transform each vertex's 3D position in virtual space to the 2D coordinate at which it appears on the screen (as well as a depth value for the Z-buffer). Vertex shaders can manipulate properties such as position, color and texture coordinates, but cannot create new vertices. The output of the vertex shader goes to the next stage in the pipeline, which is either a geometry shader if present, or the
rasterizer
In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, whic ...
. Vertex shaders can enable powerful control over the details of position, movement, lighting, and color in any scene involving
3D model
In 3D computer graphics, 3D modeling is the process of developing a mathematical coordinate-based representation of any surface of an object (inanimate or living) in three dimensions via specialized software by manipulating edges, vertices, an ...
s.
Geometry shaders
Geometry shaders were introduced in Direct3D 10 and OpenGL 3.2; formerly available in OpenGL 2.0+ with the use of extensions. This type of shader can generate new graphics
primitive
Primitive may refer to:
Mathematics
* Primitive element (field theory)
* Primitive element (finite field)
* Primitive cell (crystallography)
* Primitive notion, axiomatic systems
* Primitive polynomial (disambiguation), one of two concepts
* Pr ...
s, such as points, lines, and triangles, from those primitives that were sent to the beginning of the
graphics pipeline.
Geometry shader programs are executed after vertex shaders. They take as input a whole primitive, possibly with adjacency information. For example, when operating on triangles, the three vertices are the geometry shader's input. The shader can then emit zero or more primitives, which are rasterized and their fragments ultimately passed to a
pixel shader.
Typical uses of a geometry shader include point sprite generation, geometry
tessellation,
shadow volume extrusion, and single pass rendering to a
cube map. A typical real-world example of the benefits of geometry shaders would be automatic mesh complexity modification. A series of line strips representing control points for a curve are passed to the geometry shader and depending on the complexity required the shader can automatically generate extra lines each of which provides a better approximation of a curve.
Tessellation shaders
As of OpenGL 4.0 and Direct3D 11, a new shader class called a tessellation shader has been added. It adds two new shader stages to the traditional model: tessellation control shaders (also known as hull shaders) and tessellation evaluation shaders (also known as Domain Shaders), which together allow for simpler meshes to be subdivided into finer meshes at run-time according to a mathematical function. The function can be related to a variety of variables, most notably the distance from the viewing camera to allow active
level-of-detail scaling. This allows objects close to the camera to have fine detail, while further away ones can have more coarse meshes, yet seem comparable in quality. It also can drastically reduce required mesh bandwidth by allowing meshes to be refined once inside the shader units instead of downsampling very complex ones from memory. Some algorithms can upsample any arbitrary mesh, while others allow for "hinting" in meshes to dictate the most characteristic vertices and edges.
Primitive and Mesh shaders
Circa 2017, the
AMD Vega microarchitecture
In computer engineering, microarchitecture, also called computer organization and sometimes abbreviated as µarch or uarch, is the way a given instruction set architecture (ISA) is implemented in a particular processor. A given ISA may be impl ...
added support for a new shader stage – primitive shaders – somewhat akin to compute shaders with access to the data necessary to process geometry. Similarly, Nvidia introduced mesh and task shaders with its
Turing microarchitecture in 2018 which provide similar functionality and like AMD's primitive shaders are also modelled after compute shaders.
In 2020, AMD and Nvidia released
RDNA 2 and
Ampere
The ampere (, ; symbol: A), often shortened to amp,SI supports only the use of symbols and deprecates the use of abbreviations for units. is the unit of electric current in the International System of Units (SI). One ampere is equal to elect ...
microarchitectures which both support mesh shading through
DirectX 12 Ultimate. These mesh shaders allow the GPU to handle more complex algorithms, offloading more work from the CPU to the GPU, and in algorithm intense rendering, increasing the frame rate of or number of triangles in a scene by an order of magnitude. Intel announced that Intel Arc Alchemist GPUs shipping in Q1 2022 will support mesh shaders.
Ray tracing shaders
Ray tracing shaders are supported by
Microsoft via
DirectX Raytracing, by
Khronos Group via
Vulkan,
GLSL, and
SPIR-V,
by
Apple via
Metal.
Compute shaders
Compute shaders are not limited to graphics applications, but use the same execution resources for
GPGPU. They may be used in graphics pipelines e.g. for additional stages in animation or lighting algorithms (e.g.
tiled forward rendering). Some rendering APIs allow compute shaders to easily share data resources with the graphics pipeline.
Parallel processing
Shaders are written to apply transformations to a large set of elements at a time, for example, to each pixel in an area of the screen, or for every vertex of a model. This is well suited to
parallel processing, and most modern GPUs have multiple shader
pipelines to facilitate this, vastly improving computation throughput.
A programming model with shaders is similar to a
higher order function for rendering, taking the shaders as arguments, and providing a specific
dataflow
In computing, dataflow is a broad concept, which has various meanings depending on the application and context. In the context of software architecture, data flow relates to stream processing or reactive programming.
Software architecture
Dataf ...
between intermediate results, enabling both
data parallelism (across pixels, vertices etc.) and
pipeline parallelism (between stages). (see also
map reduce).
Programming
The language in which shaders are programmed depends on the target environment. The official OpenGL and
OpenGL ES shading language is
OpenGL Shading Language, also known as GLSL, and the official Direct3D shading language is
High Level Shader Language, also known as HLSL.
Cg, a third-party shading language which outputs both OpenGL and Direct3D shaders, was developed by
Nvidia; however since 2012 it has been deprecated. Apple released its own shading language called
Metal Shading Language
A metal (from Greek μέταλλον ''métallon'', "mine, quarry, metal") is a material that, when freshly prepared, polished, or fractured, shows a lustrous appearance, and conducts electricity and heat relatively well. Metals are typical ...
as part of the
Metal framework.
GUI shader editors
Modern
video game development platforms such as
Unity,
Unreal Engine and
Godot increasingly include
node-based editors that can create shaders without the need for actual code; the user is instead presented with a
directed graph of connected nodes that allow users to direct various textures, maps, and mathematical functions into output values like the diffuse color, the specular color and intensity, roughness/metalness, height, normal, and so on. Automatic compilation then turns the graph into an actual, compiled shader.
See also
*
GLSL
*
SPIR-V
*
HLSL
*
Compute kernel
*
Shading language
*
GPGPU
*
List of common shading algorithms
*
Vector processor
References
Further reading
*
*
*
*
External links
OpenGL geometry shader extensionRiemer's DirectX & HLSL Tutorial ''HLSL Tutorial using DirectX with much sample code''
Pipeline Stages (Direct3D 10)
{{Authority control
Shading