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In this Patreon-exclusive video we continue taking a look at Hazel's new renderer, and what's involved in creating your own shader effect and inserting it into the rendering pipeline.

Leave your suggestions in the comments below; I'll be reading and discussing the comments in the next exclusive video.

PS. apologies for the audio - the gain was set too high for like the first 14 mins but I realised later and turned it down.

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Comments

Tesla Coil

It was a super cool video! I would definitely love to see the in-depth of all the render passes in your SceneRenderer with an overview over the shaders. Especially the more advanced ones, like the AO. I have an important question: how do you retain the names of the push constants/textures in the reflection if you compile them with optimizations on? shaderc strips the names out for me.

Nanna

Thanks for the video, this was inspiring! I really want to test this out now 😊

Arià Serra

I really liked the video!! Other cool shader could be passing the image depth and play the desaturation from a point in the depth. I would like to suggest a video for the future that could be the journey of implementing a big shader like volumetric lighting or something like that. First for the patreons and later for youtube. Thank you!!