Engine-neutral shader technique in GLSL with HLSL equivalents: how dissolve, outline, fresnel rim and post effects work, and porting GLSL to HLSL. Use when the math of an effect is the question, or for specks or mobile shimmer. To write a shader in one engine, its skill alone is enough (`godot-shaders`, `threejs-materials-lighting`, `pixijs-rendering`). Not for particles (`unreal-niagara`).
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KitScout test notes
Not tested by KitScout yet. When our harness runs it, pros, cons and the tasks we tried appear here, with the date and evidence.
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