сделал так:
_mpb = context.renderGraphPool.GetTempMaterialPropertyBlock();
_mpb.SetVector(_filterID, _filter);
_mpb.SetTexture(_sourceTextureID, data.ColorSource);
cmd.SetRenderTarget( data.BlurPyramid[0], RenderBufferLoadAction.DontCare, RenderBufferStoreAction.Store);
cmd.ClearRenderTarget(RTClearFlags.ColorDepth, Color.clear);
cmd.DrawProcedural( Matrix4x4.identity, _bloomMaterial, 0, MeshTopology.Triangles,3, 1, _mpb);
normal map gbuffer:
-- deault LDR color format
-- A2B10G10R10_UNormPack32
-- deault LDR color format
-- A2B10G10R10_UNormPack32
Forwarded from Иван Валерьевич
А нормас так-то для бытового телефона
Фотограмметрия по фоткам, причем не стараясь даже
https://www.kiriengine.app/share/ShareModel?code=WQUUGI&serialize=25662fe05d114c8189af913c6819c3ad
Фотограмметрия по фоткам, причем не стараясь даже
https://www.kiriengine.app/share/ShareModel?code=WQUUGI&serialize=25662fe05d114c8189af913c6819c3ad
denis_ishmukhametov_master_of_science_in_computer_science_thesis.pdf
12.2 MB
Tiled deferred shading и прочая интересная инфа
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Forwarded from Иван Валерьевич
Довольно редкая тема на ютубе, на 6й минуте еще и неплохое отличное! объяснение че к чему https://youtu.be/Lvg77ygFxpg?si=k9f57lBwjZHDbgTs
YouTube
Game Engine Programming 057.1 - Tile-based light culling: grid frustums | C++ Game Engine
✅ Support Game Engine Series https://patreon.com/gameengineseries
Having successfully added the light submodule that handles light data and GPU buffers, we're now ready to use the lights for rendering. However, using a large number of lights to render every…
Having successfully added the light submodule that handles light data and GPU buffers, we're now ready to use the lights for rendering. However, using a large number of lights to render every…
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