- 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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| Shader "Unlit/MatCap Techniques" | |
| { | |
| Properties | |
| { | |
| [NoScaleOffset] _MatCap ("MatCap", 2D) = "white" {} | |
| [KeywordEnum(ViewSpaceNormal, ViewDirectionCross, ViewDirectionAligned)] _MatCapType ("Matcap UV Type", Float) = 2 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Opaque" } |
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| using System.Collections.Generic; | |
| using UnityEngine; | |
| using UnityEngine.Rendering; | |
| using UnityEngine.Rendering.Universal; | |
| /* | |
| - Renders DepthOnly pass to _CameraDepthTexture, filtered by LayerMask | |
| - If the depth texture is generated via a Depth Prepass, URP uses the Opaque Layer Mask at the top of the Forward/Universal Renderer asset | |
| to determine which objects should be rendered to the depth texture. This feature can be used to render objects on *other layers* into the depth texture as well. |
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| /* | |
| This is free and unencumbered software released into the public | |
| domain. | |
| Anyone is free to copy, modify, publish, use, compile, sell, or | |
| distribute this software, either in source code form or as a compiled | |
| binary, for any purpose, commercial or non-commercial, and by any | |
| means. | |
| In jurisdictions that recognize copyright laws, the author or authors |
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| using System; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| using UnityEditor; | |
| using UnityEngine; | |
| using Object = UnityEngine.Object; | |
| public class MaterialGradientDrawer : MaterialPropertyDrawer { | |
| private int resolution; |
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| Shader "WorldNormalFromDepthTexture" | |
| { | |
| Properties { | |
| [KeywordEnum(3 Tap, 4 Tap, Improved, Accurate)] _ReconstructionMethod ("Normal Reconstruction Method", Float) = 0 | |
| } | |
| SubShader | |
| { | |
| Tags { "RenderType"="Transparent" "Queue"="Transparent" } | |
| LOD 100 |
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| using UnityEngine; | |
| public class GenerateVectorData : MonoBehaviour | |
| { | |
| private SkinnedMeshRenderer m_mesh; | |
| private Mesh skinnedMeshCache; | |
| private Vector3[] vertexFrameCache1; | |
| private Vector3[] vertexFrameCache2; | |
| private Vector3[] vertexFrameCache3; | |
| private ComputeBuffer vertexBuffer1; |
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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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| Shader "Hidden/EdgeDetect" { | |
| Properties { | |
| _MainTex ("Base (RGB)", 2D) = "" {} | |
| } | |
| CGINCLUDE | |
| #include "UnityCG.cginc" | |
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| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using UnityEngine.Assertions; | |
| using System; | |
| public class SkinnedMeshUpdater : MonoBehaviour | |
| { | |
| [SerializeField] | |
| SkinnedMeshRenderer original; |
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