-
A. Schneider, "Real-Time Volumetric Cloudscapes," in GPU Pro 7: Advanced Rendering Techniques, 2016, pp. 97-127. (Follow up presentations here, and here.)
-
S. Hillaire, "Physically Based Sky, Atmosphere and Cloud Rendering in Frostbite" in Physically Based Shading in Theory and Practice course, SIGGRAPH 2016. [video] [course notes] [scatter integral shadertoy]
-
[R. Högfeldt, "Convincing Cloud Rendering – An Implementation of Real-Time Dynamic Volumetric Clouds in Frostbite"](https://odr.chalmers.se/hand
This file contains 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
# Path to your oh-my-zsh configuration. | |
export ZSH=$HOME/.oh-my-zsh | |
# Set name of the theme to load. | |
# Look in ~/.oh-my-zsh/themes/ | |
# Optionally, if you set this to "random", it'll load a random theme each | |
# time that oh-my-zsh is loaded. | |
#export ZSH_THEME="robbyrussell" | |
export ZSH_THEME="zanshin" |
This file contains 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
#ifdef GL_ES | |
precision highp float; | |
#endif | |
#define PI 3.141592653589 | |
uniform sampler2D from, to; | |
uniform float progress; | |
uniform vec2 resolution; | |
void main() { | |
vec2 p = gl_FragCoord.xy / resolution.xy; |
This file contains 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/Mobile/Particles/Additive" | |
{ | |
Properties | |
{ | |
_TintColor("Tint Color", Color) = (0.5, 0.5, 0.5, 0.5) | |
_MainTex("Particle Texture", 2D) = "white" {} | |
} | |
CGINCLUDE |
This file contains 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
// 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 |
This file contains 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 "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) |
This file contains 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
//Flutter Modal Bottom Sheet | |
//Modified by Suvadeep Das | |
//Based on https://gist.github.com/andrelsmoraes/9e4af0133bff8960c1feeb0ead7fd749 | |
import 'dart:async'; | |
import 'package:flutter/material.dart'; | |
import 'package:meta/meta.dart'; | |
const Duration _kBottomSheetDuration = const Duration(milliseconds: 200); |
The core of most real-time fluid simulators, like the one in EmberGen, are based on the "Stable Fluids" algorithm by Jos Stam, which to my knowledge was first presented at SIGGRAPH '99. This is a post about one part of this algorithm that's often underestimated: Projection
MG4_F32.mp4
The Stable Fluids algorithm solves a subset of the famous "Navier Stokes equations", which describe how fluids interact and move. In particular, it typically solves what's called the "incompressible Euler equations", where viscous forces are often ignored.