- 2011 - A trip through the Graphics Pipeline 2011
- 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
- 2020 - GPU ARCHITECTURE RESOURCES
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using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
public class GrabScreenFeature : ScriptableRendererFeature | |
{ | |
[System.Serializable] | |
public class Settings |
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using System.Reflection; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
using ShadowResolution = UnityEngine.Rendering.Universal.ShadowResolution; | |
/// <summary> | |
/// Enables getting/setting URP graphics settings properties that don't have built-in getters and setters. |
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Shader "Custom/UnlitTexture" | |
{ | |
Properties | |
{ | |
[MainColor] _BaseColor("BaseColor", Color) = (1,1,1,1) | |
[MainTexture] _BaseMap("BaseMap", 2D) = "white" {} | |
} | |
// Universal Render Pipeline subshader. If URP is installed this will be used. | |
SubShader |
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using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
public class DepthNormalsFeature : ScriptableRendererFeature | |
{ | |
class DepthNormalsPass : ScriptableRenderPass | |
{ | |
int kDepthBufferBits = 32; | |
private RenderTargetHandle depthAttachmentHandle { get; set; } |
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Shader "Hidden/Bloom" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
} | |
HLSLINCLUDE | |
#include "Packages/com.unity.render-pipelines.lightweight/ShaderLibrary/Core.hlsl" | |
struct appdata |
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namespace UnityEngine.Rendering.LWRP | |
{ | |
// A renderer feature contains data and logic to enqueue one or more render passes in the LWRP renderer. | |
// In order to add a render feature to a LWRP renderer, click on the renderer asset and then on the + icon in | |
// the renderer features list. LWRP uses reflection to list all renderer features in the project as available to be | |
// added as renderer features. | |
public class FullScreenQuad : ScriptableRendererFeature | |
{ | |
[System.Serializable] | |
public struct FullScreenQuadSettings |
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Shader "Name" { | |
Properties { | |
_Name ("display name", Range (min, max)) = number | |
_Name ("display name", Float) = number | |
_Name ("display name", Int) = number | |
_Name ("display name", Color) = (number,number,number,number) | |
_Name ("display name", Vector) = (number,number,number,number) |
UPM: How to make a custom package So, Unity has this shiny new package manager, and you have code you want to share between projects - wouldn't it be great if we could bundle up our shared code and plug it into all the projects that need it? Let's figure out how to make our own Package!
Todo
- Modify the project manifest
- Make a package manifest
- Package the manifest up with some test code
- Try it out in Unity!
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