English

A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms

Graphics 2024-01-01 v1 Artificial Intelligence

Abstract

We present a tool for exploring the design space of shaders using an interactive evolutionary algorithm integrated with the Unity editor, a well-known commercial tool for video game development. Our framework leverages the underlying graph-based representation of recent shader editors and interactive evolution to allow designers to explore several visual options starting from an existing shader. Our framework encodes the graph representation of a current shader as a chromosome used to seed the evolution of a shader population. It applies graph-based recombination and mutation with a set of heuristics to create feasible shaders. The framework is an extension of the Unity editor; thus, designers with little knowledge of evolutionary computation (and shader programming) can interact with the underlying evolutionary engine using the same visual interface used for working on game scenes.

Keywords

Cite

@article{arxiv.2312.17587,
  title  = {A Tool for the Procedural Generation of Shaders using Interactive Evolutionary Algorithms},
  author = {Elio Sasso and Daniele Loiacono and Pier Luca Lanzi},
  journal= {arXiv preprint arXiv:2312.17587},
  year   = {2024}
}

Comments

https://github.com/PierLucaLanzi/Procedural-Generation-of-Shaders-Using-Interactive-Evolutionary-Algorithms/

R2 v1 2026-06-28T14:04:33.532Z