- collection of resources covering physically based shading
- a short summary for every source is provided
- the Unity tutorial shows to create a toon style glass shader using shader graph
- the article shows how the 1991 game Another World is being rendered
- the game is using a 16-bit color palette, with a static background runtime cache and composited from an off-screen target
- the article shows a collection of usage scenarios and explains what should be done for best performance
- shows how to use RenderDoc to verify the behavior
- the article shows how to render anti-aliased lines
- expanding lines in the geometry shaders into quads and fading out the lines towards the edges of the quad
- part 4 of sand rendering tutorial
- adds support for Rim Lighting, Fresnel Reflectance, and a secondary specular highlight
- the paper extends the Exposure Fusion technique to operate on a single image
- the method aims to enhance the contrast in an image locally
- the article presents a tile-based classification system for post-processing depth of field
- DispatchIndirect is then used to execute only the required functionality
- the post shows how the classification, stream compaction, and final execution is implemented
- the article provides an overview of the technical artist role
- the author shows different specializations and offers recommendations for skills required
- additionally includes general information about the application process
Thanks to Jan-Harald Fredriksen for support of this series.
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