- 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
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using Object = UnityEngine.Object; | |
| public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
| private int resolution; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Shader "WorldNormalFromDepthTexture" | |
| { | |
| Properties { | |
| [KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| LOD 100 |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Shader "Custom/ACNH_SewingCloth" | |
| { | |
| Properties | |
| { | |
| [NoScaleOffset] _MainTex ("Albedo (RGB)", 2D) = "white" {} | |
| [NoScaleOffset] _BumpMap ("Normal Map", 2D) = "bump" {} | |
| [NoScaleOffset] _EdgeAlpha ("Alpha", 2D) = "white" {} | |
| _Cutoff ("Alpha Test Cutoff", Range(0,1)) = 0.5 | |
| _Offset ("Offset (XY)", Vector) = (0,0,0,0) |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using Cinemachine; | |
| using Waypoint = Cinemachine.CinemachineSmoothPath.Waypoint; | |
| public class CinemachinePathShape : MonoBehaviour | |
| { | |
| public CinemachineSmoothPath path; | |
| [Space] |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| // Staggart Creations | |
| // http://staggart.xyz | |
| using UnityEngine; | |
| [ExecuteInEditMode] | |
| public class HeightmapToMesh : MonoBehaviour | |
| { | |
| public MeshFilter meshFilter; | |
| public Texture2D heightmap; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| //This API to create new nodes has been deprecated in early 2019. | |
| //This means that if you are on a more recent version of Shader Graph and Universal Render Pipeline, you should use instead a pre-made node, which acts like a container that allows you to inject custom HLSL code into Shader Graph without the need to create a node from scratch. | |
| //Please use the new node, not the C# API described here. | |
| // | |
| //You can find more details about that node in the Docs: https://docs.unity3d.com/Packages/com.unity.shadergraph@6.7/manual/Custom-Function-Node.html | |
| //I also blogged about it here: https://connect.unity.com/p/adding-your-own-hlsl-code-to-shader-graph-the-custom-function-node | |
| // | |
| //If you are still on a very old version of Lightweight Render Pipeline (you shouldn't!!), you can still see the C# code for this custom node by rolling back to a previous version. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| using UnityEngine; | |
| using System; | |
| public class MathParabola | |
| { | |
| public static Vector3 Parabola(Vector3 start, Vector3 end, float height, float t) | |
| { | |
| Func<float, float> f = x => -4 * height * x * x + 4 * height * x; |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| Shader "Projector/Light" { | |
| Properties { | |
| _Color ("Main Color", Color) = (1,1,1,1) | |
| _ShadowTex ("Cookie", 2D) = "" {} | |
| _FalloffTex ("FallOff", 2D) = "" {} | |
| } | |
| Subshader { | |
| Pass { | |
| ZWrite Off |
NewerOlder