- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
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#ifndef TRICUBIC_INCLUDED | |
#define TRICUBIC_INCLUDED | |
float4 Cubic(float v) | |
{ | |
float4 n = float4(1.0, 2.0, 3.0, 4.0) - v; | |
float4 s = n * n * n; | |
float x = s.x; | |
float y = s.y - 4.0 * s.x; | |
float z = s.z - 4.0 * s.y + 6.0 * s.x; |
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using System; | |
using Stride.Core.Mathematics; | |
using Stride.Engine; | |
using Stride.Rendering; | |
using Stride.Graphics; | |
using System.IO; | |
namespace InfinityGame | |
{ | |
public class StartScript : SyncScript |
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using UnityEngine; | |
/// <summary> | |
/// Convenience class for handling layer related operations and lookups in Unity. | |
/// </summary> | |
public readonly struct UnityLayer | |
{ | |
/// <summary> | |
/// Name of the layer as defined in the Tags and Layers window in Unity. | |
/// </summary> |
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Shader "Atmosphere/Atmospheric Scattering" | |
{ | |
Properties | |
{ | |
_LightIntensity("Light Intensity", Float) = 30 | |
_LightColor("Light Color", Color) = (1,1,1) | |
_LightDirection("Light Direction", Vector) = (0,0,1) | |
_PlanetRadius("Planet Radius", Float) = 47 | |
_AtmosphereRadius("Atmosphere Radius", Float) = 50 | |
_Steps ("Steps", Int) = 20 |
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// Based on the Unity Wiki FloatingOrigin script by Peter Stirling | |
// URL: http://wiki.unity3d.com/index.php/Floating_Origin | |
using UnityEngine; | |
using UnityEngine.SceneManagement; | |
public class FloatingOrigin : MonoBehaviour | |
{ | |
[Tooltip("Point of reference from which to check the distance to origin.")] | |
public Transform ReferenceObject = null; |
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using UnityEngine; | |
[RequireComponent( typeof(Camera) )] | |
public class FlyCamera : MonoBehaviour { | |
public float acceleration = 50; // how fast you accelerate | |
public float accSprintMultiplier = 4; // how much faster you go when "sprinting" | |
public float lookSensitivity = 1; // mouse look sensitivity | |
public float dampingCoefficient = 5; // how quickly you break to a halt after you stop your input | |
public bool focusOnEnable = true; // whether or not to focus and lock cursor immediately on enable |
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using System.Collections.Generic; | |
using System.Diagnostics; | |
using UnityEditor; | |
using UnityEditor.Build.Reporting; | |
using UnityEngine; | |
using Debug = UnityEngine.Debug; | |
public static class NetworkingTools | |
{ |
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// example of how to move a current value towards a target value at a constant speed | |
// without going over the target value | |
// formula is the same for vectors of any dimension | |
Vector3 Seek(Vector3 currentValue, Vector3 targetValue, float maxSpeed, float dt) | |
{ | |
// delta/difference from current value to target value | |
Vector3 delta = targetValue - currentValue; | |
// don't take the square root of magnitude yet | |
// so we can potentially early out on degenerate case of currenvValue ~= targetValue |