- the video tutorial explains how to implement a rust effect on objects that intersect with a water plane
- describes how to calculate the distance between a point and a plane
- implemented using the Godot engine
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- the article explains the sorting, rendering layer design for a 2D game
- implemented using Unity
- sorting layers also interact with how the dynamic 2D lights interact with the sprites
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- the talk provides an overview of WebGPU and provides an overview of the implementation using Rust
- this implementation is used by Firefox
- shows the design considerations for the API, how to use it, and implementation discussions
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- the blog post explains how to implement a simple Toon Lighting shader using the Amplify Shader Editor inside of Unity
- shows how to configure the effect and use the idea to archive different looks
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- the Unity tutorial shows how to generate mesh data on compute shaders and draw them from the GPU without a CPU roundtrip
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- this guide explains how to use the Vulkan Synchronization Validation layer
- shows what kind of problems it can detect, how to debug these issues, and explain how to understand the messages
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- the blog posts explains how PIX for windows captures work
- provides insights into how the focus has shifted from API focused recording to GPU work recording
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- the article explains how to implement a heat haze screenspace effect for a 2D game using Unity
- implementation is done using Shader Graph
- a video version of the tutorial is available too
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- article shows the new Instruction Timing, Theoretical occupancy, and UI improvements in the latest version
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- new release adds support for NVIDIA Ampere microarchitecture
- support for the Vulkan added to the Shader Profiler (including raytracing)
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- Vulkan validation layer has been updated to include additional and improved validation messages
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- the paper presents a physically-based model for the realtime rendering of sparkling materials
- the implementation uses a pre-computed BRDF dictionary of ~390KB size
- precomputation is independent of smoothness, so runtime variations are possible
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Thanks to Michael Riegger for support of this series.
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