- the article presents the problems with ray tracing in terms of divergence workflows
- Imagination GPUs are able to reorder rays in hardware to maintain better coherency
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- the blog posts presents how to use high quality volumetric fog in UE4 to simulate ground level rolling fog
- based on multiple layers of 3D texture based noise, and fake self shadowing
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- new Geometric Algebra designed for realtime graphics and animation applications
- including SSE optimizations
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- article presents how to use barycentric coordinates in a pixel shader to manually interpoliate values in a quad
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- the article presents a brief overview of what deferred shading is
- shows how to customize the deferred shading logic used by unity
- expose global tweakable settings that influence the whole scene
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- collection of gpu resources
- links to details about hardware, shader languages, and WebGPU
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- the Unity article describes how to generate a stylized procedualr skybox
- shows how to generate proper speherical UVs, generate a sky gradient, stars, moon, sun and clouds
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- the Unity tutorials shows how to use Material Property Blocks
- this feature allows Unity to better batch draw calls even if multiple materials are used
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- beginner Unity shader tutorial that shows how to implement a gradient made from 4 colors forming a quad
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- last part of Unity shader torial that shows how to add ripples into the sand dunes
- this is achieved using normal mapping
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- Unity tutorial that shows how to calculate new normals from a vertex shader
- this is required because the vertex shader modifies the vertex positions
- normal is calcuded by transform neighboring points and adjusting the normal based on the relative change of the points
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Thanks to Warren Moore for support of this series.
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