- the Video provides a 90-minute in-depth look at the rendering architecture used in CryEngine
- providing an overview of the abstraction layers
- discusses API abstractions, draw call generations, interactions with the higher-level rendering pipeline
- provides an overview of the different rendering stages of the pipeline
- covering GBuffer, shadows, tile shading, tone mapping, post-processing
- additionally provides an overview of the shader system
- the article presents two methods to hide water from the inside of boats
- the first method uses an invisible inside mesh for the ship to draw depth before the water to block it from rendering
- second method involves using the stencil buffer to mask out parts of the water
- presents difficulties with either technique and how to deal with them
- source code for use with Unity is provided
- the article presents an alternative way to pack PBR textures into a single 4 channel texture
- albedo information stored as a gradient with gradient reconstruction, normals stored as height derivates, and linear smoothness
- presents how this was integrated into Unity
- shows the setup tested on a 6 material blend setup and presents performance comparison against the classical packing
- the article shows how the Vulkan extensions enable bindless indexing on Android
- presents an overview of dynamic indexing (and restrictions), update after bind, and GPU based validation
- the article presents how the bindless binding model has been integrated into The Machinery
- shows the setup, lifetime management as well as integration with the shader system
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- 10h Video online class about shader development
- whole series covers an entire spectrum from basics, over lighting, mesh deformation, skyboxes, and image-based lighting
- provides assignment and discusses different approaches to solve it
- the article presents the buffer_device_address (BDA) extension for Vulkan
- this extension adds pointer support for Vulkan resources
- allows users to request the virtual memory address of each resource, operate on it, and even resolve it from within shaders
- shows how to use a pointer in a shader
- additionally covers debugging advice and how this is handled inside of SPIR-V
- provides an idea on how to maintain a pixel art style with dynamic lighting in a 3D environment
- technique uses position and UV derivatives to quantize the lighting results onto the center of the texel
- the video tutorial shows how to generate a grass mesh using a compute shader
- animate the grass from the vertex shader to apply movement
- the video tutorial shows how to implement a dissolve shader for 2D sprites using the Visual Shader language of Godot
Thanks to Aras Pranckevičius for support of this series.
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