- 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
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- the video explains the basic of shaders in Unity for beginners
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- 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
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- Khronos published a unified Vulkan Samples Repository
- all samples are based on the same framework and have been reviewed and are maintained by Khronos
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- 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
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- 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
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- 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
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Thanks to Michael Riegger for support of this series.
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