GPU Lecture 46: Custom Deferred Scriptable Render Pipeline in Unity (GPU Programming 4 Video Games)

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New material for the Summer 2023 semester.

Support this channel via a special purpose donation to the Georgia Tech Foundation (GTF210000920), earmarked for my work.

0:00 -- Introduction
6:51 -- GBuffer-filling shader for opaque objects
10:40 -- Deferred lighting shader
15:32 -- SampleDepthAsWorldPosition
18:49 -- GBuffer visualizations
21:58 -- Forward shader for transparent objects
22:58 -- CopyDepth shader
23:35 -- Pipeline asset script
24:37 -- Render Textures
25:02 -- Pipeline script (setup)
26:01 -- Main Render method
26:24 -- GBuffer declarations
27:47 -- Allocating GBuffer memory
31:21 -- GBuffer-filling pass
32:01 -- Setting light data
32:15 -- Deferred lighting pass
34:20 -- Transparent forward pass
34:39 -- Copying buffers
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I just want to say thank you so much. The tutorial series you made about the SRP are

ElectronicPurine
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I respect you i guess is what im saying. Sorry if thats odd. You make this stuff so approachable.

jstro-hobbytech
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I wonder if unity is using a single large triangle rather than a quad that’s why using the clip space to scale the UVs

soumitra
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If i were in your class I'd ask if we could path trace the old ps2 duck demo haha. If I was though id probably know how. Sorry, im some random person but our interests intersect at so many places. I'm an imposter though. I understand the jargon as I've always loved rendering tech.

You probably have an Nvida "it just works" exaflop cluster haha. I have a lowly 3090 and 5800 ryzen.

jstro-hobbytech
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