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New Shader Graph Node Reference Samples

Unity Blog

Announcing the new Shader Graph Node Reference Samples – a set of samples, examples, and reference assets that help new Shader Graph users learn faster and enable advanced users to gain a deeper understanding of the tool.

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Unity Shader Variants Optimization & Troubleshooting Tips

Unity Blog

A deep dive into shader variants, plus some practical tips on how to reduce them to improve project build time and memory footprint.

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Powerful Shader Insights: Using Shader Debug Info with NVIDIA Nsight Graphics

Nvidia

As ray tracing becomes the predominant rendering technique in modern game engines, a single GPU RayGen shader can now perform most of the light simulation of a. As ray tracing becomes the predominant rendering technique in modern game engines, a single GPU RayGen shader can now perform most of the light simulation of a frame.

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New Shader Graph feature examples in 2022 LTS

Unity Blog

The new Shader Graph Feature Examples sample set is now available to import now from the Package Manager to help you create a wide range of effects and techniques using Shader Graph.

Shaders 97
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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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How to make nature shaders with Shader Graph in 2022 LTS

Unity Blog

Shader Graph is a node-based shader editor that can be used with URP, HDRP, and Built-In Render Pipeline. Here’s how to can use Shader Graph to create natural elements in 2022 LTS.

Shaders 78
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Amy Hennig's new Marvel game leads off Epic's State of Unreal | GDC 2024

GamesIndustry.biz

Hennig was on hand to not only introduce the game, but also show off some new Unreal Engine effects featured in the game, like a Nanite adaptive tessellation feature that allows developers to later tile textures and use shader logic to create complex environment effects like foot prints or tire tracks in real-time with a minimum of geometry.

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