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http://nvidia.custhelp.com/app/answers/detail/a_id/3507/~/generating-an-event-trace-log-for-gpuview
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https://msdn.microsoft.com/en-us/library/windows/desktop/jj585574(v=vs.85).aspx
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https://docs.microsoft.com/en-us/windows/desktop/direct2d/profiling-directx-applications
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https://knarkowicz.wordpress.com/2013/05/25/simple-gpuview-custom-event-markers/
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https://software.intel.com/en-us/articles/removing-cpu-gpu-sync-stalls-in-galactic-civilizations-3 ( https://www.intel.com/content/www/us/en/developer/articles/case-study/removing-cpu-gpu-sync-stalls-in-galactic-civilizations-3.html )
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1) : VPOS not supported for pixel-position in fragment program | |
NOT FUNCTIONAL workaround: (see https://gist.github.com/aras-p/8e0c061d4e2490c1f8e2 ) | |
#if defined(SHADER_API_D3D11) | |
#define VPOS_TYPE float4 | |
#define VPOS_SEM WPOS | |
#else | |
#define VPOS_TYPE float2 | |
#define VPOS_SEM VPOS | |
#endif | |
half4 frag( v2f IN, VPOS_TYPE in_vpos : VPOS_SEM ) : COLOR |
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sampler2D _CameraNormalsTexture; | |
float4x4 _CameraToWorld; | |
v2f vert (appdata v) | |
{ | |
v2f o; | |
o.pos = mul(UNITY_MATRIX_MVP, v.vertex); | |
o.uv = ComputeScreenPos (o.pos); | |
o.ray = mul (UNITY_MATRIX_MV, v.vertex).xyz * float3(-1,-1,1); | |
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Oh hey, they updated the physics-engiOMG-EVERYTHING-IS-BROKEN!!1 | |
To match look of u4: | |
- disable all light-baking | |
- disable auto-patching shaders with fog (and switch fog back to whatever mode you were using) | |
- set Light Bounce to 0 on all lights... or you'll get a warning!1 (on every spot-light) | |
- Light-shaders are now overridden explicitly in the Lighting-tab | |
...all other shaders still override automagically... :p |
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Overview | |
* http://behindthepixels.io/assets/files/TemporalAA.pdf | |
* https://www.highperformancegraphics.org/wp-content/uploads/2017/Retrospective/HPG2017_Jimenez_MLAARetrospective.pdf | |
UE4 | |
* http://advances.realtimerendering.com/s2014/epic/TemporalAA.pptx | |
INSIDE | |
* https://github.com/playdeadgames/temporal/blob/master/GDC2016_Temporal_Reprojection_AA_INSIDE.pdf |
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soft intro | |
https://developer.nvidia.com/preparing-real-hdr | |
https://developer.nvidia.com/getting-know-new-hdr | |
http://wccftech.com/nvidia-pascal-goes-full-in-with-hdr-support-for-games-and-4k-streaming-for-movies/ | |
implementation | |
https://developer.nvidia.com/sites/default/files/akamai/gameworks/hdr/UHDColorForGames.pdf | |
http://on-demand.gputechconf.com/siggraph/2016/presentation/sig1611-thomas-true-high-dynamic-range-rendering-displays.pdf | |
https://developer.nvidia.com/displaying-hdr-nuts-and-bolts | |
https://developer.nvidia.com/implementing-hdr-rise-tomb-raider |
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if ( DoHDRscreenshot ) | |
{ | |
DoHDRscreenshot = false; | |
int w = source.width; | |
int h = source.height; | |
RenderTexture rt_hdr = RenderTexture.GetTemporary( w, h, 0, RenderTextureFormat.ARGBHalf ); | |
Finalpass( source, rt_hdr, bloom_rt, distortion_rt, distparms ); //note: final posteffects pass |
- Compressed static shadowsmaps
- ref: Compressed Multiresolution Hierarchies for High-Quality Precomputed Shadows
- [ref: http://fileadmin.cs.lth.se/graphics/research/papers/depth2006/dbc.pdf](zbuffer compression techniques)
- Shadows in Games, by Michal Valient/Guerilla
- Shadows in Crysis/Ryse
- A Sampling of Shadow Techniques, great comparison of techniques
- Code from the book Realtime Shadows
a tool like colorcop, but with the purpose of inspecting pixels, rather than picking colors.
- resizable window like gifcam
- zoomed window next to org pixels
- levels-filter
- run random shader on image
- before/after snapshots in tabs to flip between
- and diff-tool?
analysis
- live histogram / waveform?
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