- The article discusses the use of 16-bit floating point numbers (fp16) in shaders
- Using fp16 can reduce the memory and bandwidth requirements of a shader
- The article presents the results of experiments and how it affects the generated code
- the article discusses techniques for improving color quantization algorithms
- presents several heuristics for improving the quality of quantization
- the article discusses the trade-offs involved in using different heuristics and provides examples of the results
- the tutorial shows how to implement an effect that recreates the color and wave pattern of the screensaver found in macOS
- presents how to create the different aspects using shadertoy and how to combine the effects
- The article discusses screen-space variable rate shading (VRS), a technique that can improve performance
- VRS allows the shading rate to be varied across the screen
- code examples show how to use the technique from Unity
- the article explains the difference between row-major and column-major matrices
- discusses the relationship between matrix storage format, matrix layout, and operation order
- presents that the choice of storage format can affect the performance of matrix operations
- The video explains how to create a hexagon using SDFs in shadertoy
- expands the concepts to show how to tile the grid of hexagons
- demonstrates how to expand on the concepts to create more complex shapes
- the article discusses strategies for optimizing the performance of mobile games in Unity
- presents the importance of tradeoffs between quality and performance
- shows techniques for improving performance, such as reducing draw calls, minimizing overdraw, and using batching and instancing
Thanks to Leonardo Etcheverry for support of this series.
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