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Shader Debugging Made Easy with NVIDIA Nsight Graphics

Nvidia

Shaders are specialized programs that run on the GPU that manipulate rays, pixels, vertices, and textures to achieve unique visual effects. With shaders, you. Shaders are specialized programs that run on the GPU that manipulate rays, pixels, vertices, and textures to achieve unique visual effects.

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Cocos Shader Tutorial 1.0 - about UV

Cocos

The vertical axes of textures and picture pixels is shown above, when sampling textures in shaders, that is from top to bottom, which is top-right corner. This is consistent with how most image file formats store pixel data, and with how most graphics APIs work (including DirectX, Vulkan, Metal, WebGPU, but not OpenGL).

Shaders 98
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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

Preface In the last article , Kylin shared how to add your own post-effect Shader in the custom render pipeline in Cocos Creator 3.8. However, based on the BlitScreen solution, we can only write the simplest post-effect Shader. Today Kylin will use Gaussian blur to demonstrate how to write a multi-pass post-effect shader.

Shaders 98
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Advanced GPU optimization techniques in Unity 6 • Insights from Unite 2024

PreMortem.Games

Framerate Optimization To address this, Unity offers several profiling and debugging tools. Another essential tool, the Shader Graph heatmap, provides a visual estimate of the cost associated with different Shader Graph nodes. Developers can leverage this feedback to make informed decisions when optimizing shader programs.

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GLES2 and GDNative, progress report #7

Mircosoft Game Dev

billboard support in shaders and editor fixes. The shader code for the lights can be found here. As mentioned before, in order to know which pixels are "in a shadow" and which are lit, the scene has to be rendered from the viewpoint of the light. Just believe me that it was a relief after so many hours of debugging :D.

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[Share] 2D Post-Processing & Lighting Framework

Cocos

You just need the following resources and code: A post-processing shader A material with the shader bound to it A post-processing extension TypeScript file for passing parameters to the material Let’s use an example of creating a screen grayscale effect: 1. You can also drag the material into the module’s material slot in the editor.

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Best Practices for Using NVIDIA RTX Ray Tracing (Updated)

Nvidia

Flagging instances or geometries as opaque allows uninterrupted hardware intersection search and prevents invocation of the any-hit shader. Enable the use of any-hit shaders only for those geometries that need it; for example, to do alpha testing. This feature becomes available in HLSL Shader Model 6.6.