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RECKFELL ENGINE

Materials and Shader Graph

Go beyond material presets. Visual graphs, text shaders and access to frame data.

Captured in Reckfell Engine
Reckfell Engine · real-time renderingGraphics showcase
  • Visual and text shaders
  • Custom post-process materials
  • Masks and intermediate textures
Captured in Reckfell Engine
Reckfell Engine · real-time renderingGraphics showcase

Build materials from operations

Connect Shader Graph blocks or write .rshader code. Visual and text materials share the same surface input contract.

Read the guide
Captured in Reckfell Engine
Reckfell Engine · real-time renderingGraphics showcase

Place effects in the right pass

Post-process materials have 10 injection points and 48 camera-context inputs. Use intermediate textures and multiple passes.

Read the guide
Captured in Reckfell Engine
Reckfell Engine · real-time renderingGraphics showcase

Target individual objects

Custom depth and object IDs define masks for selective effects. Use the editable outline as a starting point for your material.

Read the guide

Related features

All features

Questions and answers

Does Shader Graph replace C#?

No. It describes image computation; gameplay uses C# or SharpGraph.

Can I edit presets?

Yes: shader presets are editable starting points for your own effects.

Start building

Materials and Shader GraphProfiles and post-processing

Download Reckfell Engine

Windows x64, C#/.NET 10 and SharpGraph. Free for personal and commercial games.

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QUICK LINKSGetting startedEntity hierarchyC# & .NET 10Scenes and prefabs
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