7 votes

Dealing with blown-out highlights in PBR

Using physically based BRDFs only makes sense if your entire pipeline is built for physical units - the extreme range of values can't be displayed properly without some form of tone mapping. You didn'...
Stefan Werner's user avatar
7 votes
Accepted

What's the difference between Sample and tex2D

They represent the same operation, but Sample is what it's called in D3D10 and newer versions of HLSL, while tex2D is what it's ...
Nathan Reed's user avatar
7 votes
Accepted

Bitmap-images or SVG

Neither of your suggestions is a solution for crisp 2D graphics at all resolutions. SVGs are great and infinitely scalable, but since you don't know where the pixel boundaries will lie in the final ...
Dan Hulme's user avatar
  • 6,810
5 votes
Accepted

Non real-time rendering on Unity3D

Yes, there's a better approach than using a screen recorder. You can capture frames directly inside Unity, using ScreenCapture.CaptureScreenshot. There's a choice ...
Dan Hulme's user avatar
  • 6,810
4 votes
Accepted

What is required to limit the amount of draw calls in Unity?

There's quite a bit of information about this: Static/dynamic batching: basically combining objects into one super-object Atlas textures: combining textures into one large texture than only uses one ...
aces's user avatar
  • 1,353
3 votes
Accepted

Why can I see the diffuse lighting effect on a perfect mirror?

Dielectric materials (which is what you get when metalness is 0) don't exhibit a mirror-like effect. Think of a sheet of smooth, non-transparent plastic. Real-life mirrors are panes of glass or ...
IneQuation's user avatar
3 votes
Accepted

Benefits of Clustered Shading vs Tiled Shading?

Both Unity's "Deferred shading rendering path" and "Legacy Deferred Lighting Rendering Path" work only for opaque surfaces. They both rely on a very similar set of passes: Render the opaque objects' ...
bernie's user avatar
  • 830
3 votes
Accepted

Sharing memory between compute shader and pixel shader

well, if anyone is stumbling across this and needs to know what solved it for me: We can bind a compute buffer to global shader memory if we just know what exactly we need to do within the Compute ...
AverageGatsby's user avatar
3 votes

Rendering Hypercentric Perspective

You can approximate the view of a hypercentric camera with an ordinary 3D perspective camera if you are able to manipulate the projection matrix, and/or reverse the direction of the depth test. In a ...
Nathan Reed's user avatar
2 votes

How to convert decomposed transformations between different coordinate systems?

Maybe not the best solution but one that should work would be to multiply them by matrix like \begin{bmatrix}-1&0&0\\0&1&0\\0&0&-1\end{bmatrix} And multiply by this your ...
Derag's user avatar
  • 596
2 votes
Accepted

How could I use bent normal map

Here is an interesting answer from Styves on gamedev.net. Calculating bent normals is just an extension of AO calculation where the direction of each sample is also averaged along with the ...
MaT's user avatar
  • 1,229
2 votes
Accepted

How can I use 3d animation to create a character that uses sign language?

This is quite a broad topic, so I can only give a general overview. If you've never done any interactive animation before, this might be too big a challenge to start with, and maybe you should think ...
Dan Hulme's user avatar
  • 6,810
2 votes
Accepted

Rendering Hypercentric Perspective

The answer is yes. You need 2 things: View space coordinates of the object Projection function for the hypercentric perspective camera. The second one can be found in here. The overview of the model ...
Kaan E.'s user avatar
  • 461
1 vote

How to calculate ray-origin and ray-direction in vertex shader working universally for any projection and using interpolators for performance

There is no universal solution here since there are many different small variations that can be applied to get a specific result. One of the things that trips people up when computing ray's in the ...
pmw1234's user avatar
  • 3,219
1 vote
Accepted

Black squares in bloom effect

I managed to solve the problem by putting a saturate on the color input. ...
Matheus Markies's user avatar
1 vote

What is performance better - add four materials to mesh or duplicate every vertex and use packed texture?

Hello and welcome Jonek2208! Unity specific questions probably are better suited for the Unity Graphics Forum. However, I'll try to give you an answer as I do have some experience with the engine. ...
vgs's user avatar
  • 311
1 vote
Accepted

Difference between using + and * operator after tex2D to add albedo color?

In a shader, colors in the viewable range are assumed to be in the range 0 to 1. If you take a value that's between 0 and 1 and add a positive value to it, it will get brighter. However, if you take a ...
user1118321's user avatar
  • 3,411
1 vote
Accepted

DX9 Shadow map PCF issue

It seems that sampler2D_float doesn't allow to interpolate shadow lookup linearly. So I had to do it by hand. Here's an example of interpolated shadowing. ...
MaT's user avatar
  • 1,229
1 vote

Alpha blending between two overlapping semi-transparent shapes

I used Stencil Buffer to fixing your problem , you need a way for checking overlapping two or more shapes ...
Seyed Morteza Kamali's user avatar
1 vote

GPU not reaching 100% usage when frame rate is dropping

Generally, with VSYNC, your CPU is effectively doing nothing 99% of the time, as it merely sent the simple vertex buffer batch (few triangles, as you said) to the driver. If the shader is bandwidth-...
RubyNoob's user avatar
  • 198

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