- 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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Shader "Mobile VR Highlight" { | |
Properties { | |
_ColorOutline ("Outline", Color) = (1,1,1,1) | |
_ColorInterior ("Interior", Color) = (0.25,0.25,0.25,0.25) | |
_ColorInteriorFaded ("Interior Faded", Color) = (0.1,0.1,0.1,0.1) | |
_ColorInteriorOcc ("Interior Occluded", Color) = (0.15,0.15,0.15,0.15) | |
_ColorInteriorOccFaded ("Interior Occluded Faded", Color) = (0.05,0.05,0.05,0.05) | |
_PulseRateMod ("Pulse Rate Modifier", Float) = 4.0 | |
_OutlneWidth ("Outline Pixel Width", Float) = 1.0 | |
} |
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Shader "Unlit/ScreenVertPos" | |
{ | |
Properties | |
{ | |
[IntRange] _Width ("Texture Size (POT)", Range(0, 13)) = 7 | |
} | |
SubShader | |
{ | |
Pass | |
{ |
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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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Shader "Unlit/StereographicProjectionBubble" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_PanSpeed ("Pan Speed", Float) = 0.1 | |
_Spherify ("Spherify", Range(0,1)) = 1 | |
} | |
SubShader | |
{ |
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// CollisionResponse option on PhysicsShape must be set to CollideRaiseCollisionEvents. | |
[UpdateInGroup(typeof(PhysicsSystemGroup))] | |
[UpdateAfter(typeof(PhysicsSimulationGroup))] | |
public partial struct CalculateDetailsTest_PhysicsEventSystem : ISystem | |
{ | |
[BurstCompile] | |
public void OnCreate(ref SystemState state) | |
{ |
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using UnityEngine; | |
public class MeshBlit : MonoBehaviour | |
{ | |
public RenderTexture rt; | |
public Mesh mesh; | |
public Material material; | |
public Vector3 meshPosition = new Vector3(0.5f, 0.5f, -1); |
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using System.Collections.Generic; | |
using System.Diagnostics; | |
using Unity.Burst; | |
using Unity.Collections; | |
using Unity.Jobs; | |
using Unity.Mathematics; | |
using Unity.Profiling; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEngine.Rendering; |
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using System; | |
using Unity.Collections; | |
using Unity.Collections.LowLevel.Unsafe; | |
using Unity.Mathematics; | |
using UnityEngine; | |
public class NativeMesh : IDisposable | |
{ | |
public NativeArray<float3> VertexBuffer; | |
public NativeArray<float3> NormalBuffer; |