Next-gen shaders 3.9
WebGPU
1. Introduction
This section is non-normative.
Graphics Processing Units, or GPUs for short, have been essential in enabling rich rendering and computational applications in personal computing. WebGPU is an API that exposes the capabilities of GPU hardware for the Web. The API is designed from the ground up to efficiently map to (post-2014) native GPU APIs. WebGPU is not related to WebGL and does not explicitly target OpenGL ES.
WebGPU sees physical GPU hardware as s. It provides a connection to an adapter via , which manages resources, and the device’s s, which execute commands. may have its own memory with high-speed access to the processing units. and are the backed by GPU memory. and are containers for user-recorded commands. contains shader code. The other resources, such as or , configure the way physical resources are used by the GPU.
GPUs execute commands encoded in s by feeding data through a pipeline, which is a mix of fixed-function and programmable stages. Programmable stages execute , which are special programs designed to run on GPU hardware. Most of the state of a pipeline is defined by a or a object. The state not included in these pipeline objects
Next-Gen Shaders 3.96
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Hanmen
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AiGirl & HoneySelect 2 MOD
CONTENT
- Hanmen/Next-Gen Body shaders
- Hanmen/Next-Gen Face shaders. (Default,Type 1-4).
- Hanmen/Next-Gen Hair Bayer
- Hanmen/Next-Gen Hair Alpha (NEW)
- Hanmen/Next-Gen Hair Bluenoise
- Hanmen/Next-Gen Hair Tongue
- Hanmen/Next-Gen Hair Teeth
- Hanmen/Next-Gen Eyelash
- Hanmen/Next-Gen Sausage (NEW)
- Hanmen/Next-Gen Item (NEW)
- Hair Shader Swapper Plugin. May require HS2API.dll update. v1.34+
- Preset for HS2 Graphics
- Demo scenes for StudioNEOV2.
- 2 chara cards used in the video for the reference.
CREDITS
- Special thanks to KK modder Hanaa for taking my commissions for plugins.
HOW TO USE
- Unpack zip in the root folder with rewrite. (no need to delete old version). Or manually put .zipmod inside the the /Mods folder.
- Use Material Editor to change shaders
TROUBLESHOOTING
- Use latest Better Repack R12+ to avoid most of the problems, if you want detailed dependencies, see below.
- May require HS2API.dll update.
- Material Editor v3.1.23+
- Cloth Shaders v2.5+
- Graphics Plugin (at least 0.5.2)
Ratings
5 stars
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4 stars
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3 star
Next-Gen Shaders 2.0
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Hanmen
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NEW VERSION 3+ ALREADY AVAILABLE at:
https://hanmen.gumroad.com/l/ngs30
New major features in v2.0:
Includes free updates up to v3.0. Also includes 50% the discount code to the latest costume mod.
- Reworked wetness system: now using separate 4K-8K RGB texture for the wetness, now works like 4 separate layers - Basic Skin wetness level, Streaks layer, Drops layer, Splats layer. Each wetness layer can be separately adjusted. Drops layer using procedural generation so can be customized size and amount for better randomization.
- Introduced the wetness mask (WetBump G channel), which can be used for making partial wetness. By default it's covering the whole body.
- Also, the ExGloss master slider now provides a smooth transition from 0 to 1. Can be used for making slight wetness or full wetness.
- The wetness system from now on relies on PBR specular colors, which brings more realistic effects.
- Streaks and drops levels have separate bump profiles, instead of a flat gloss.
- Wetness system now can affect the albedo, By default, it's using _WetColor 0 alpha value for making a transpa
Next-Gen Soft-Shadows – Free Download
NGSS, enhances scene shadows with new tools, algorithms, and optimizations. Used in top titles, it offers cinematic quality shadows in real-time without performance issues. Supports up to Unity 2023+.
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This is a paid asset, but now you can download Next-Gen Soft-Shadows for FREE, Please keep in mind this package is provided only for learning purposes or to be able to test before buying the product, NOT FOR COMMERCIAL PURPOSES.
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The next iteration of the smoothest and fastest dynamic soft-shadows solution for Unity is here. Easier to integrate, faster to render, prettier than previous versions! Featuring powerful new tools, shadowing algorithms, optimizations and user friendly self-descriptive light components to improve the quality o
MonoGame 3.8.1 = Compute Shader?
Thanks for all the info and most importantly your amazing and valuable work on these features.
That is good news that 3.9 will include these features/work but it is a shame it is not part of 3.8.1, I am sure most of us have waited a long time for 3.8.1(which is almost done!) and 3.9 has 80+ open issues. The wait will be long , but I guess the most important part is that it is coming soon!
Having said that I don’t understand why your work on Compute shaders is not going to be included in 3.9(from the sounds of it). In My opinion anyone making a 3D game now a days will want to include AMD’s FSR(Fidelity FX Super Resolution) in their project. FSR requires Compute shader support, so it only makes sense that MG would want to include this feature asap. I am not sure if MG 3.8.1 will support the PS5 and XBSX/S natively but FSR is a feature that I would think every developer would want to include no matter what. FSR supports Compute on Vulkan, DX11 → 12+ so you could even just use the backwards compatibility on those consoles(PS4/Pro & XB1/S/X) and still leverage FSR.
My self I have a lot of use from Compute similar to the solid examples you