Summary. What you're practicing in this post may be helpful when implementing a skin shader in the next.The goal is to understand the depth of each content by first implementing it individually rather than connecting all the function implementations. .Again, use pbr-metal-roughness.glsl, open the shader code and add the bool variable as shown below. //--------... Continue Reading →
Substance Painter Shader Guide part 2. – Adding to custom structure.
By implementing Alexa LogC converters (El 1000) inside the Substance Painter Shader, we will learn how to build a structure and directly declare the data type using the structure. Usually, you can think of LogC as Alexa LogC. Alexa Color Processing documents define:Logarithmic Encoded DataLog C (film matrix off)The Log C curve was first introduced... Continue Reading →
URP BoatAttack URP Research Report – Part3-Quantization(量化)Process
URP BoatAttack URP Research Report - Part3-Quantization(量化)Process Origianl Resources from Unity3D with Unity Korea. Documents Organizing by JP.Leeleegoonz@163.com summary. We analyze the features used for the rendering of the sea surface.The Unity version uses 2019.3.7.The sea implementation system has four major parts. A sea mesh that is quantized for moves along the camera. Sea mesh... Continue Reading →
URP BoatAttack URP Research Report – Part 2 – Gerstner Wave
Original Resources from Unity3D with Unity Korea. Documents Organizing by JP.Leeleegoonz@163.com summary. We analyze the features used for the rendering of the sea surface. The Unity version uses 2019.3.7. The sea implementation system has four major parts. A sea mesh that is quantized for moves along with the camera. Be careful points when integrating Packages... Continue Reading →
URP BoatAttack URP Research Part 1 – Applying Water Package into Other Project of Unity3D.
Summary. The URP Water Package distributed by the Unity3D Lab is more easily understood as a document and arranged to be transplanted and applied directly in your projects. The Unity version uses 2019.3.7. The sea implementation system has four major parts. A sea mesh that is quantized and moves along the camera. Sea surface with... Continue Reading →
在GPU避免分支的方法
在GPU避免分支的方法Unity TechnologiesOrigianl Authored by Brandon Fogerty(XR Graphics Engineer at Unity Technologies.) Additional Organized by JP.Lee(李正彪)leegoonz@163.com概要这边来稿文章中,希望了解如何编写GPU着色器友好型代码,以避免和分支相关的性能费用。"分支"有着什么意义?使用明确的 if / then随时都可以产生分支。编译器遇到条件会作出命令。GPU可去的地方有两处。因此需要决定要使用哪种代码路径。以下示例展示了在汇编GPU里面运行的示例。运算变量设置为幻数7,则添加该数字。否则的话要减掉。 为什么要避免分支?为了增加CPU使用率,大多数计算机都尝试在管线上执行尽可能多的任务。汇编指令按顺序执行,CPU会尝试在尽可能多的CPU内核上执行尽可能多的指令。举个简单的例子。想象一下,在Twilight Zone内,我们就是世界上最高效的程序员! 用两行代码写了电子游戏! CPU会尽可能在每一个CPU内核上各执行一个,共计两个光荣的指令。这是计算机能够更有效的运行代码。 但是在分支时,计算机可能会花时间准备未运行的代码结果。从结论上看处理器时间被浪费,影响了游戏或应用程序的应答能力。CPU 侧分枝误诊通常会导致周期遗漏超过40次。– Charles Sanglimsuwan (集成开发人员相关工程师)运气不错,最新的CPU处理器速度惊人,实际分支预测出色,因此分支错失几乎不会有问题。但是GPU仍然存在性能问题。 GPU尝试并行解决大量计算,因此大部分GPU不支持分支预测GPU为什么会发生性能问题?GPU为生成美丽的图像,喜欢并行进行很多工作!GPU为进行多种固有的结果计算,进行了精心设计,解决了通过单一滤镜(例如:着色器程序)实施的多种输入和相关的问题。这就是渲染经常使用GPU(Graphics processor units)的原因。通过几个Shader程序运行位置,法线,贴图坐标等具有不同属性的固有顶点,该Shader程序输出在画面上表现的大量固有像素颜色。举个例子,显示器是1080 × 960这样的一般HD像素的情况下,GPU在一组输入时,将计算1080 × 960 = 1,036,800个的固有像素颜色值!那是很多的计算结果!想象一下在1080x960的高清游戏体验。游戏尝试每秒渲染60个固有的图像或帧。因此GPU在1秒之内需要计算1080x960x60以上的固有像素颜色值!结论上看一秒之内可以计算62,208,000个固有像素值!撰写本文的节点,NVDIA最现金的GPU是GeForce RTX 2080 Ti。它有着比英特尔最先进的CPU处理器i9-7980XE更多4,352个Cuda内核,18个内核。非常大的差异吧? GPU有大量的处理内核,但是与最新的CPU相比,其核心处理数量仍不足百万。至少目前还没有!显卡在物理上太大了,可能会很昂贵。 因此,GPU将尝试对要解决的问题类型进行特定假设。GPU充分利用SIMD。SIMD表示单个命令的多种数据。SIMD允许以并行方式为多个输入运行计算。SIMD通常希望输入和输出位于相邻的内存块中。因此SIMD操作不必加载每个输入并单独保存每个结果,而是加载输入并将结果保存为单个加载/保存操作,从而减少昂贵的内存加载和保存。SIMD的使用要求内存布局严格,并在应用程序设计中维持更好地内存缓存一致性上有积极作用。SIMD在CPU和GPU均可使用.在CPU使用SIMD的示例可参考此处。与CPU程序不同,GPU程序几乎始终使用SIMD。为了充分利用SIMD,GPU通常每个内核都有很多ALU。ALU是算术逻辑设备的缩写。ALU执行数学命令。举个例子,使用“add 4, 3”命令计算结果7。因此,单一内核上有8个ALU的话,就可以同事并行运行8个计算。即,单一GPU内核有8个ALU,则单个GPU内核则可以同事计算8个像素值!但是,着色器阶段使用动态分支会发生什么呢?核心是必须执行所有代码路径,并最终丢弃不满足条件的代码路径。这意味着ALU会浪费时间执行任何未使用的操作。也就是说渲染图像需要更长的时间。 使用示例:在Unity里,使用立体shader以保证双眼能够准确渲染。左眼以绿色表示渲染,右眼渲染的显示为红色。下面是使用立体shader渲染双眼锁渲染的单个球体。 针对此的纯接近方式是基于unity_StereoEyeIndex变数的条件方法。 Shader "XR/StereoEyeIndexColor" { Properties { _LeftEyeColor("Left Eye Color", COLOR) =... Continue Reading →
Substance Painter Shader Guide part 1. – Adding to custom Sun light.
Summary. No matter how well the game engine and substance painter's tone mapping structure is matched, the art team puts the result in the game scene where sunlight is finally present.
OpenColorIO-Tools Installation inside of your Linux(Ubuntu,Fedora)
OpenColorIO-Tools Installation inside of your Linux(Ubuntu, Fedora) Write by JP.Lee OpenColorIO-Tools Installation inside of your Linux(Ubuntu, Fedora) When you guys working on Windows10 very difficult to build a binary file to OpenColorIO source code from the git repo. So I just explaining to very easy way to use OpenColorIO tools for generating lut files. Virtual... Continue Reading →
Post Processing?Substance Painter Color Profile.
This post describe about Aces and etc as many tone mapping.
Substance Painter Color Profile A to Z part 1.
This post describe about Aces and etc as many tone mapping.