- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 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
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| GPU Gems 1 - Chapter 23. Depth of Field: A Survey of Techniques | |
| GPU Gems 2 | |
| GPU Gems 3 - Chapter 28. Practical Post-Process Depth of Field | |
| GPU Pro 1 - Realistic Depth of Field in Post-Production | |
| GPU Pro 2 - Post-Proccessing Effects on Mobile Devices | |
| GPU Pro 3 - | |
| GPU Pro 4 - Images Space -> First Two Chapters | |
| GPU Pro 5 - 241 - Bokeh Effects on The SPU | |
| GPU Pro 6 - |
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| // When creating shaders for Universal Render Pipeline you can you the ShaderGraph which is super AWESOME! | |
| // However, if you want to author shaders in shading language you can use this teamplate as a base. | |
| // Please note, this shader does not necessarily match perfomance of the built-in URP Lit shader. | |
| // This shader works with URP 7.1.x and above | |
| Shader "Universal Render Pipeline/Custom/Physically Based Example" | |
| { | |
| Properties | |
| { | |
| // Specular vs Metallic workflow | |
| [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 |
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| /*============================================================================ | |
| NVIDIA FXAA 3.11 by TIMOTHY LOTTES | |
| ------------------------------------------------------------------------------ | |
| COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. | |
| ------------------------------------------------------------------------------ | |
| TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED |