- 2011 - A trip through the Graphics Pipeline 2011
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
- 2020 - GPU ARCHITECTURE RESOURCES
Collection of License badges for your Project's README file.
This list includes the most common open source and open data licenses.
Easily copy and paste the code under the badges into your Markdown files.
- The badges do not fully replace the license informations for your projects, they are only emblems for the README, that the user can see the License at first glance.
Translations: (No guarantee that the translations are up-to-date)
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "Custom/GlitterShader" | |
{ | |
Properties | |
{ | |
_MainTex ("Texture", 2D) = "white" {} | |
_NoiseSizeCoeff("_NoiseSizeCoeff (Bigger => larger glitter spots)", Float) = 0.61 | |
_NoiseDensity("NoiseDensity (Bigger => larger glitter spots)", Float) = 53.0 | |
} | |
SubShader |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Shader "ToggleTest" | |
{ | |
Properties | |
{ | |
[Toggle(FILL_WITH_RED)] | |
_FillWithRed ("Fill With Red", Float) = 0 | |
} | |
SubShader | |
{ | |
Pass |