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May 22, 2021 22:10
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Save cnlohr/e78fc4979c0091d54a93aee8e687f0e7 to your computer and use it in GitHub Desktop.
perfeater - to keep your GPU busy in unity so you can do timing measurements in renderdoc or nsight.
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Shader "Unlit/PerfEat" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
SubShader | |
{ | |
Tags { "RenderType"="Opaque" } | |
LOD 100 | |
Pass | |
{ | |
CGPROGRAM | |
#pragma vertex vert | |
#pragma fragment frag | |
// make fog work | |
#pragma multi_compile_fog | |
#include "UnityCG.cginc" | |
struct appdata | |
{ | |
float4 vertex : POSITION; | |
float2 uv : TEXCOORD0; | |
}; | |
struct v2f | |
{ | |
float2 uv : TEXCOORD0; | |
UNITY_FOG_COORDS(1) | |
float4 vertex : SV_POSITION; | |
}; | |
sampler2D _MainTex; | |
float4 _MainTex_ST; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.vertex = UnityObjectToClipPos(v.vertex); | |
o.uv = TRANSFORM_TEX(v.uv, _MainTex); | |
UNITY_TRANSFER_FOG(o,o.vertex); | |
return o; | |
} | |
fixed4 frag (v2f i) : SV_Target | |
{ | |
// sample the texture | |
fixed4 col = tex2D(_MainTex, i.uv); | |
// apply fog | |
float2 c = i.uv*2-1; | |
float2 z = 0; | |
int j; | |
for( j = 0; j < 20000; j++ ) | |
{ | |
z = c + float2( z.x*z.x-z.y*z.y, 2.*z.x*z.y ); | |
} | |
col = float4( z, 0, 1 ); | |
UNITY_APPLY_FOG(i.fogCoord, col); | |
return col; | |
} | |
ENDCG | |
} | |
} | |
} |
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