- Vulkan SDK release contains a graphics vkconfig tool to allow users to configure layer settings
- can be enabled to control which layers are active, filter error messages, etc
- the SDK now also contains Vulkan Synchronization validation and distributes the DXC compiler for PC, Mac, and Linux
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-144/vkvalidator.png)
- the Unity tutorials show how to implement a fire effect using a camera facing quad with shader based noise to wrap a noise texture to create the look
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-144/fire.png)
- the Siggraph 2020 talk presents the derivation of a point light attenuation that eliminates the singularity as the distance approaches 0
- achieves this by treating point lights as simplified spherical lights
- provides comparisons against other solutions
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-144/bistro_vsl.jpg)
- the article shows an overview of what vertex displacement mapping techniques are and how to generate data using Mudbox for use with Unity
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-144/vector_displacement.png)
- the article an overview of the complexities with Pipeline management in D3D12 and Vulkan applications
- showing why many AAA release include long shader compilation steps at application startup time
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-144/dxc.png)
- the article shows the theory of perspective projects and discuses perspective distortion
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-144/5-distortions-outside.png)
- the Unity tutorial shows how to write a simple fullscreen heat haze shader an apply in the different rendering pipelines
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-144/heat_haze.png)
- the article provides at the authors work of the last 8 years
- this provides a great insight into how large scale engines evolve overtime to solve new requirements and improve
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-144/particle_shadows.png)
- this video tutorial shows how to implement an Overwatch magical shield effect
- a transparent material with pulsating energy effects
- the effect is achieved in Unity using the visual amplify node graph system
![](https://www.jendrikillner.com/img/posts/graphics-programming-weekly-144/overwatch_effect.png)
Thanks to Spencer Sherk for support of this series.
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