- the post introduces new D3D12 features available with latest win10 preview version
- DirectX Raytracing Tier 1.1 introduces ExecuteIndirect, dynamic raytracing PSO additions and Inline Raytracing
- Inline Raytracing allows RayQuery to be called from every shader stage
- DirectX Mesh Shader are similar to nvidia mesh shaders, allowing more flexibily in the vertex processing pipeline
- DirectX Sampler Feedback allows the recording of which parts of textures have been accessed
- enabling more fine grained streaming and texture space shading scenarios
![MeshShaderPipeline.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-105/MeshShaderPipeline.png&key=bf1b11eb2eb4918b0e8a914b6c09cb44aa8c5357ffa2464d72fe315d49676770)
- the video explains the basic of shaders in Unity for beginners
![unity_shaders_intro.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-105/unity_shaders_intro.png&key=6f1274974af740c7ce7010a4bee20ee209097011947a38ffd7290ec81718b286)
- the ARM developed sets of samples to showcase best practices for Vulkan on mobile is now open-source and part of Khronos
- article has list of samples and tutorials for a number of different areas
![arm_khronos.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-105/arm_khronos.jpg&key=8ee301fb0904d753788aaeb69d1f783e47a5efa9f0ef4a4f8ac3cee2e23df787)
- Khronos published a unified Vulkan Samples Repository
- all samples are based on the same framework and have been reviewed and are maintained by Khronos
![2019-vulkan-samples-banner.jpg](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-105/2019-vulkan-samples-banner.jpg&key=3b1000f9b8a70ab250d766d3df36566f83a9898e2450aad668c5546d5e072b3d)
- the article shows the Unity shader implementation for stylized and unlit grass
- a geometry shader is used to spawn a variable number of grass blades based on camera distance
- grass movement by wind is emulated with a displacement texture
![grass_shader.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-105/grass_shader.png&key=190b38cc474625821358405c2fcbd8735e0eee25f2c70b65d7111e9687f99046)
- starts by showing how to create a small 2D world procedurally
- small overview of explicit vs implcit surface ray tracing
- then shows the steps used to render a procedural mini planet
- including ocean waves, mountains and clouds
![tiny_planet.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-105/tiny_planet.png&key=0a9ce24d8bebfaca34cacdf2a87c2a04e0e8f496eb346fc753aa6ff816a882b3)
- summary of SIGGRAPH 2019 for a hybrid solution between temporal anti-aliasing with adaptive ray tracing
- using heuristics to detect when adaptive ray tracing provides the best improvements
![adaptive_ray_tracing.png](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-105/adaptive_ray_tracing.png&key=fe3a467c2b6aa7f8ca80684ee5b1708b559f066e86bdaf7dba8c10e12d1a206c)
Thanks to Michael Riegger for support of this series.
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