- fork of the PerfDoc performance layer to detect performance issues on PowerVR hardware
- the article provides an overview of performance issues that the layer can detect and possible improvements
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-109/PVRIC-lossless-vs-lossy.jpg)
- the article provides an overview of the lighting model used by SculptrVR
- designed for the hardware constraints of the occulus quest
- it’s based on the Phong lighting and supports clay, metal, and glowing materials
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-109/ScupltVR_Mobile-Lighting.jpg)
- the article provides an easy to understand overview of Variable Rate Shading
- shows what quality and performance can be expected with different modes
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-109/autodesk_vrs.png)
- the tutorial explains the ddx and ddy shader functions
- provides a visualization of its effects
- shows how to use fwidth to antialias a cutoff transition from a gradient
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-109/fwidth_fire.png)
- the Unity tutorial shows how to use transparency to create a look through the object
- later uses a grab pass (copy of the screen buffer before a draw call starts) to implement a glass appearance material
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-109/glass_shader_part1.png)
- part 2 of the shader glass material shader tutorial with Unity
- extends the standard lighting model to feature stringer rim lighting, stronger highlights, and a more cartoony overall look
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-109/glass_shader_part2.png)
- this Unity tutorial shows how to use the scriptable rendering pipeline to implement up to 4 directional lights
- the shading model is based on the default physically-based unity BRDF
- additionally shows how to deal with transparency and implement a custom material UI
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-109/direction_lights_srp.jpg)
- the article provides a brief overview of the YUV/YCbCr colorspace and a few complications with it
- then show how to use the ycbcr_sampler_conversion to sample YUV textures from a shader more efficiently
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-109/vulkan_logo.png)
- brief unity tutorial that shows how to implement effects that are based on the player position
- such as flowers spawning around the player, or stones moving to form a path in front of the player
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-109/moving_stones.png)
- the article shows the matrices between XYZ colors and sRGB colors
- these numbers vary from the ones found in Real-Time Rendering and Physically Based Rendering
- the author explains how he derived the values and why they are correct
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-109/srgb_conversion.png)
Thanks to Graham Wihlidal for support of this series.
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