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Practical Tips for Optimizing Ray Tracing

Nvidia

This starts from mesh instance selection and their data. This starts from mesh instance selection and their data processing towards optimized tracing and shading of every hit that you encounter. Parallel mesh processing for instance data generation. Better GPU utilization using batched vertex data processing for dynamic meshes.

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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. If your previous development experience is based on OpenGL, you may find that the texture on your grid is vertically flipped. the RGB of the color will be multiplied by 0.5

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Realistic Lighting in Justice with Mesh Shading

Nvidia

NetEase Thunder Fire Games Uses Mesh Shading To Create Beautiful Game Environments for Justice In December, we interviewed Haiyong Qian, NetEase Game Engine. Their results were nothing short of stunning with local 8K DLSS support and global illumination through RTXGI. Recently, NetEase introduced Mesh Shader support to Justice.

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Learn How To Get Data From API in Unreal Engine 5 by Building a Virtual Art Gallery

DameDev.tv

In today's post, I'd like to show you how to retrieve an image provided by The Art Institute of Chicago via its public API , how to create a texture from this image, and how to feed this texture to a material and render it on a plane accompanied by a floating text with title, name of the artist and some other details.

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Does Spine work with USE_INSTANCING?

Cocos

Maybe spine outputs skinned meshes that don’t support instancing? v_instancedCol1; col2 = v_instancedCol1; col3 = v_instancedCol1; #else col1 = u_col1; col2 = u_col2; col3 = u_col3; #endif o *= texture(cc_spriteTexture, uv0); vec4 mask = vec4(texture(maskTex, uv0).rgb, I’m wondering if it’s user error, or working as intended.

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Godot 4.0 gets global and per-instance shader uniforms

Mircosoft Game Dev

The material is what you set to 2D nodes or to 3D meshes in order to draw them. Is every bit of grass a mesh and an object? Not really, games generally just use a texture aligned to the world (that often moves with you), with different colors meaning different things. void fragment() { COLOR = mycolor.rgb; }. How do they do it?

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Creating a See-Through | X-Ray Effect In Unity – Shader Tutorial

Awesome Tuts

We repeat that same process for the Main Texture of the material, and the Occlude Color which will be the color of the game object behind other objects when it has this material attached on it. Again we have the properties which is a texture and a color declared on lines 4 and 5. Then we give it a type – Color.

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