Unity's ShaderLab level of detail (LOD)* is a convenience feature for developers that helps them support multiple platforms in a single shader. The basic idea is that an application might have a SweetLightingShader that only works on PCs. Suppose the iPad doesn't support SweetLightingShader b...
Starting from an initial detailed shader, shader sim-plification produces a new shader with extra level-of-detail parameters that control the shader execution. The resulting level-of-detail shader, can automatically adjust its rendered appearance based on measures of distance, size, or impor-tance ...
Instead of usingExecuteIndirect(DX12) orMultiDrawIndirect(GL/VK), a task shader can be used directly to choose the level of detail for an object. Depending on the setup, this may not be faster than using the indirect drawing. It does, however, avoid a dedicated pass to compute the indire...
cloud_ShadowLevelOfDetailNumber of fbm noise iterations for the shadowing of on-screen clouds -1 0 8 cloud_LevelOfDetailLQNumber of fbm noise iterations for reflected clouds (-1 is no fbm) -1 0 8 cloud_ShadowLevelOfDetailLQNumber of fbm noise iterations for the shadowing of reflected clouds...
On the technical aspect we are working in improving the efficiency by using culling and level of detail techniques, as in [14], as well as using the GPU for the behavior of the characters, as in =-=[15]-=-. We have worked with “Quake 2” characters because they are of low ...
cloud_ShadowLevelOfDetail Number of fbm noise iterations for the shadowing of on-screen clouds -1 0 8 cloud_LevelOfDetailLQ Number of fbm noise iterations for reflected clouds (-1 is no fbm) -1 0 8 cloud_ShadowLevelOfDetailLQ Number of fbm noise iterations for the shadowing of reflected ...
With its significantly-faster performance, the GTX 1660 Ti is an excellent upgrade for gamers with prior-generation GPUs, who desire improved framerates and levels of detail in their favorite games. TU116 SM: A Giant Leap In Performance The new TU116 SM used in the GTX 1660 Ti has been ...
‘Bump Mapping’ enabled. The low frequency detail towers don’t look any different, but the finer, high frequency detail parts now look blurry. Without ‘Bump Mapping’, you would have to tessellate the mesh to a ridiculous level to get the same quality of detail, which of course, is ...
Mesh shaders are useful whenever you desire to process geometry at a coarser level than individual triangles. Mesh shaders can generate procedural geometry such as hair, fur, foliage, or particle traces. They can be used to select among precomputed levels of detail based on metrics such as sc...
Related to Vertex and pixel shaders: Level of detail, Vertex shadingshade (shād) n. 1. Light diminished in intensity as a result of the interception of the rays; partial darkness. 2. Cover or shelter provided by interception by an object of the sun or its rays: sat in the shade under...