FrameBufferFetch 通过fbf可以在shader中读取到当前绑定的rtv上的当前像素的值(fragment里),可以用来读深度(例如将深度存到a通道然后用fbf来读)、或者读color来作一些特殊的混合需求。 这个特性在metal下叫ProgrammableBlending,不过metal不支持depthFetch; gles下通过GL_EXT_shader_framebuffer_fetch的扩展实现fbf,通过GL...
一个是关掉UNITY_SUPPORTS_UNIFORM_LOCATION,但这样就会影响SRP Batcher,可能不太适合在hlslcc上修改(这样会影响所有开启framebuffer fetch的安卓手机),可以考虑在mali gpu上提交给gpu前patch GLSL代码来关掉这个宏,不过可能仍然会影响mali gpu的手机的性能。 另外一个是跳过1~3这三个location,这个可以在hlslcc上修改,...
与GL_EXT_shader_framebuffer_fetch 的区别:GL_EXT_shader_framebuffer_fetch 保证读取的数据与前一帧完全同步,而 GL_EXT_shader_framebuffer_fetch_non_coherent 则不保证这一点,但可能提供更高的性能。 示例代码 下面是一个使用 GL_EXT_shader_framebuffer_fetch_non_coherent 扩展的片段着色器示例: glsl #ext...
跟这个flag kShaderRequireFramebufferFetch https://michaldrobot.com/2014/04/01/gcn-execution-patterns-in-full-screen-passes/ unity 解决方案 pc用一个pass ios和android adreno用 cgprogram inout android mali用glsl perfect /// // ::printf_console("mg===testoutput01"); // GLboolean armMrtBool =...
ARB_fragment_program_shadow allows fragment programs to fetch shadow map values. It adds new texture targets for shadow map comparisons in fragment programs. To use this, textures must have depth format and have depth comparison mode set.
SwissGL is a minimalistic wrapper on top of WebGL2 JS API. It's designed to reduce the amount of boilerplate code required to manage GLSL shaders, textures and framebuffers when making procedural visualizations or simulations. - google/swissgl
glsl(params,target); All it can do is to draw instanced, tessellated plane primitives into the specified (may be created in-place) target buffer using the provided vertex and fragment shaders. This may sound unimpressive, but we'll see that it's possible to do some pretty complex things ...