GPU Lecture 37: Deconstructing Unity's Standard Shader, Part 2 (GPU Programming for Video Games)

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0:00 -- Introduction
1:24 -- UnityStandardCoreForward
2:08 -- VertexInput
2:52 -- vertForwardBase
4:44 -- UnityObjectToClipPos
5:34 -- TexCoords
6:21 -- Normalizing normals
8:05 -- UnityObjectToWorldNormal
9:09 -- VertexGIForward
10:11 -- Forward rendering path
11:38 -- Shade4PointLights
12:28 -- ShadeSHPerVertex
13:34 -- Fog
14:13 -- vertForwardAdd
14:36 -- fragForwardBaseInternal
15:05 -- MainLight
15:28 -- UNITY_LIGHT_ATTENUATION
16:46 -- Occlusion and Emission
18:04 -- fragmentGI
19:37 -- UnityGlossyEnvironmentSetup
19:57 -- SmoothnessToPerceptualRoughness
20:23 -- UnityGlobalIllumination
21:25 -- UnityGI_Base
22:42 -- UnityGI_IndirectSpecular
23:04 -- UNITY_BRDF_PBS
23:38 -- Old-school BRDF
23:58 -- Minimalist Cook-Torrance BRDF
24:44 -- Main Physically-Based BRDF
25:44 -- Unity_SafeNormalize
26:10 -- n dot V weirdness
27:57 -- Diffuse
31:08 -- PerceptualRoughnessToRoughness
31:28 -- V and D Cook-Torrance factors
31:56 -- Pi confusion
32:49 -- Lambertian factor
33:17 -- Surface reduction (???)
33:38 -- Grazing term (???)
33:51 -- Final color calculation
35:02 -- Surface reduction definition
35:33 -- FresnelTerm & FresnelLerp
37:00 -- FragmentSetup
37:28 -- SpecularSetup
37:48 -- SpecularGloss
38:06 -- Albedo & MetallicGloss
38:24 -- EnergyConservationBetweenDiffuseAndSpecular
39:47 -- Metallic functions
40:07 -- Finishing fragForwardBaseInternal
40:30 -- fragForwardAddInternal
41:09 -- Other passes
41:41 -- MyStandardShader
42:09 -- Impressions
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