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- [x] 最新化
- [x] Rust: 0.20.0 -> 1.28.0 / 3.3x
- [x] IntelliJ: 2017.2.3 -> 2018.2.1
- [x] Crate
- [x] Houdiniと連携
- [x] NextEventEstimation
- [x] マテリアルの種類
- [x] Diffuse
- [x] GG…
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https://github.com/nvpro-samples/nvpro_core/blob/a90c640052855ef4734d3b088b901d2c9680d9b9/nvvkhl/shaders/bsdf_functions.h#L514
I think correct way of this calculation is
`float G12 = ggx_smith_sha…
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Hi Joey,
I noticed random black rectangles jumping off on the screen when I tested the app on my Quadro 2000 GPU. Did you find the effect on your device when running the app? If yes but hard to pin…
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### Tested versions
- Reproducible in Godot 4.2.2-stable, 4.2.0, 4.0-stable, 4.0.rc1
### System information
Mac air m1 - Godot v4.2.2.stable.official [15073afe3] - Vulkan (Forward+)
### Issue …
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## Version
1.7.15
## Test Case
https://jsfiddle.net/LA2937/fga9j48h/
## Steps to reproduce
1. Make a group selection of the triangle and rectangle;
2. Deselect the group;
3. Select the tria…
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The current particle system seems to be very, very performance heavy. I've got a powerful gaming laptop with GeForce GTX 960M. It can run many modern games with very advanced rendering settings(and ev…
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I see in code is smallest roughness compared with MICROFACET_MIN_ROUGHNESS and set this value
https://github.com/nvpro-samples/nvpro_core/blob/f855bba68c039f38cb57d38b21aa8289e73f8f59/nvvkhl/shaders/…
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Hello,
I am really interested in your LTC work and am trying to build it on a Windows 10 (x64) with Visual Studio 2022 but am getting an error.
In general for VS2022, you can follow the same bas…
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新版的渲染管線使用HLSL 書是基於cg的 幾乎都不能用了
太多改變 完全不知道新shader怎麼寫 新版的管線用了大量宏定義
引入的源文件也是全更新 基本上書上的東西都無法使用了 要將所有.cg改成.hlsl
裡面的定義也大不相同
官方給的資料一大部分都沒有更新
不過在2019的SRP中的LWRP官方已經說不再預覽 小弟也更新成lwrp了 畫面真的差非…
QiuG8 updated
3 years ago