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  • 最終更新日:6か月以内
  • 2023/12/23 -代わりに SSAO は、深度テクスチャを使用して法線ベクトルを再構築します。このオプションは、カスタムシェーダーで DepthNormals パスブロックの使用を避けたい場合にのみ ...

    2023/12/27 -Hi, I'm using SSAO in URP and I noticed that the values needed for the intensity are not the same for each material. In particular my skin shader (a custom ...

    2024/4/25 -Here is my GLSL code for the SSAO calculations ... I can happily provide additional source code ... ssao frag shader to actually work how i wanted (actually ...

    2024/4/22 -XeGTAO.hlsli provides the core shader code for the effect. These two files contain the minimum required to integrate the effect, with the amount of work ...

    2024/2/18 -The rest of the code remains essentially the same as the native implementation. Next is the Shader part, where we added a #pragma multi_compile _ ...

    2024/5/16 -My GTAO-style SSAO shader is now 60 lines of code. My cleaned up (no debug and only fastest code path) GLSL port of Intel XeGTAO shader was 250 lines of code.

    2024/4/11 -To fix the noise pattern I used a pixel shader to blur the texture into the result below. Part of the pixel shader, all code can be found here. The Final Result ...

    2024/1/10 -The code that procedurally grows the grass can shader blades darker or brighter depending their relative position to the clump they belong to. The trunk of a ...

    2024/4/17 -here is my gbuffer frag shader where I store ViewSpace Position and Normal in color attachments: #version 460 #extension GL_KHR_vulkan_glsl : enable // out ...

    2023/12/3 -For now I have identified two general cases when shaders cannot or should not be merged into one shader: the first shader produces data in another buffer and ...