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Pythagoras0 (토론 | 기여)님의 2020년 12월 16일 (수) 01:25 판
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  • A shader is software which runs on a graphics card to determine how an object should be drawn.[1]
  • There are two variations of shaders, Pixel shaders and Vertex shaders, each of which performs a different task in the rendering pipeline.[1]
  • The Source engine uses HLSL based shaders.[1]
  • A Postprocess shader is typically a Pixel shader that works on a quad rendered across the entire screen.[1]
  • A shader is simply a program that runs in the graphics pipeline and tells the computer how to render each pixel.[2]
  • Here’s an example of a GLSL fragment shader being applied to an image.[2]
  • SEUS is an exciting shader that is available in either Renewed or Path Traced Global Illumination (PTGI) versions.[3]
  • Renewed is best for getting optimal performance on your gaming PC, and it's one of the most realistic-looking shader packs available.[3]
  • This is one of the most popular shaders for a reason, and it's certainly worth trying out.[3]
  • There are some current limitations when using the toon shader.[4]
  • The diagram and accompanying text below describe the shading components that form the toon shader.[4]
  • The toon shader uses cell shading via ramp nodes for both base and specular.[4]
  • A pixel art style can be achieved by using negative Camera AA samples with the Toon shader.[4]
  • To use a shader in your application, you create a Shader instance for it.[5]
  • A shader defines a function that executes on all the pixels in an image, one pixel at a time.[5]
  • A shader can specify one or more input images, which are images whose content can be used in determining the output of the function.[5]
  • A shader can also specify one or more parameters, which are input values that can be used in calculating the function output.[5]
  • One consequence of this is that shaders do not retain their data after they run; they output a final color to the screen and then move on.[6]
  • The reason for doing this is that Godot integrates built-in functionality to make writing complex shaders substantially easier.[6]
  • This document provides you with some information about shaders, specific to Godot.[6]
  • This feature allows the application to guarantee that a shader will be run at the required wave size.[7]
  • The Turing architecture introduces a new programmable geometric shading pipeline through the use of mesh shaders.[8]
  • In this post we look at mesh shaders to accelerate rendering of heavy triangle meshes.[8]
  • The mesh shader gives developers new possibilities to avoid such bottlenecks.[8]
  • The task shader operates similarly to the control stage of tessellation, in that it is able to dynamically generate work.[8]
  • It has remained a classic shader for good reason though.[9]
  • It offers a more muted, realistic color scheme than most shaders, and it pairs well with a realistic texture pack.[9]
  • It’s not an incredibly realistic look like you’d get with most of the other shaders on this list, but it’s definitely a unique style.[9]
  • These are tutorials covering more complex or specialized rendering techniques, going beyond Unity's standard shaders.[10]
  • This document describes a next-generation replacement for Vertex and Geometry shaders in a D3D12 pipeline called “Mesh shader”.[11]
  • There will additionally be a new Amplification shader stage, which enables current tessellation scenarios.[11]
  • In recent years developers proposed geometry pipelines that process index buffers with a compute shader before vertex shaders.[11]
  • Mesh and Amplification shaders will use graphics root signature or their parameters.[11]
  • You can find them in the example folder of your OF download, under examples/shader or on github.[12]
  • You've probably heard somewhere about "shaders", those mystical things that let you render beautiful things at blazing speed.[12]
  • To really get the hang of working with shaders, we need to get you a little background on what the GPU is first.[12]
  • These attributes are used as the inputs into the vertex shader, this is what you're working within your vertex shader.[12]
  • Shader programs are highly configurable because each shader program consists of two required parts: a vertex shader and a fragment shader.[13]
  • OpenGL calls the fragment shader for every pixel that OpenGL intends to modify on the graphics device.[13]
  • From photorealistic lighting to uncanny motion blur, shaders are capable of bringing your Minecraft experience to life.[14]
  • Getting a Minecraft shader or shader pack up and running is a simple enough process.[14]
  • Naelego’s expertly crafted shader introduces bold colours and crisp outlines in order to emulate the look of a classic comic or cartoon.[14]
  • BSL Minecraft shaders deliver some of the best visuals you can get in the game without breaking your rig.[14]
  • When working on shaders, be sure to enable r.[15]
  • If you change a file that is included in many shaders (such as, common.usf), this can take a while.[15]
  • Global shaders are shaders which operate on fixed geometry (like a full screen quad) and do not need to interface with materials.[15]
  • The vertex factory shader code is an implicit interface which is used by the various pass shaders to abstract mesh type differences.[15]
  • Mari uses shaders to specify how different channels behave in the lighting module and how the paint on the model reacts to light.[16]
  • Mari's default shaders show the paint in either the Current Channel, Current Layer and Below, Current Layer, or Current Paint Target.[16]
  • By default, when you create a project and do not make changes to the Channels tab, a principled BRDF shader is created with 4 channels.[16]
  • The default channels get plugged into the shader immediately to set up your project.[16]
  • Each shader is implemented in a separate shader file.[17]
  • In this example, the vertex shader is defined in example.vert and the fragment shader in example.frag.[17]
  • Each shader has to be declared in QML and the stage set appropriately.[17]
  • A custom material using custom shaders is used the same way as any other material.[17]
  • The graphics card GPU switches between executing fixed-function and shader program code.[18]
  • The Shader Editor enables you to see and edit the vertex and fragment shaders used by WebGL.[19]
  • These shaders are written in OpenGL Shading Language, or GLSL.[19]
  • With the Shader Editor, you can examine and edit the source of the vertex and fragment shaders.[19]
  • Authoring shaders in Unity has traditionally been the realm of people with some programming ability.[20]
  • Shader Graph opens up the field for artists and other team members by making it easy to create shaders.[20]
  • A shader is essentially a function required to draw something on the screen.[21]
  • Using a GPU to deal with shaders offloads some of the number crunching from the CPU.[21]
  • shaders define RGBA (red, green, blue, alpha) colors for each pixel being processed — a single fragment shader is called once per pixel.[21]
  • The purpose of the fragment shader is to set up the gl_FragColor variable.[21]
  • Don’t pay any attention to the version number of each individual shader pack, because that’s not how shaders work.[22]
  • It actually runs a little better for me on my (high-end) rig than the other “go-to” shaders on this list (Sildur’s and SEUS).[22]
  • From a distance, they’re possibly the best shaders out there for oceans, though it does look a little stranger with smaller bodies of water.[22]
  • Sounds much like the aims of most other shader packs, right?[22]
  • If you’ve done it correctly, the shader will immediately appear in the video options screen.[23]
  • It’s an extension of the GLSL shader that completely changes Minecraft’s lighting system.[23]
  • But lagless shaders only care about you getting your optimum Minecraft experience.[23]
  • This one, then, is marketed as the moon-on-a-stick shader pack, with everything crammed into one resource-hungry package.[23]
  • You have to provide programs for the vertex and fragment shaders.[24]
  • The following code shows an example vertex shader.[24]
  • In the example vertex shader, worldMat must be updated per frame.[24]
  • Such a structure must be presented to the shader.[24]
  • In the previous chapter we described shaders as the equivalent of the Gutenberg press for graphics.[25]
  • There are other types of shaders depending on hardware and Operating Systems.[25]
  • Another use of shaders is for special effects, even on 2D images, e.g. a photo from a webcam .[26]
  • The unaltered, unshaded image is on the left, and the same image has a shader applied on the right.[26]
  • Traditional shaders calculate rendering effects on graphics hardware with a high degree of flexibility.[26]
  • As graphics processing units evolved, major graphics software libraries such as OpenGL and Direct3D began to support shaders.[26]
  • For a basic introduction to shaders, see the shader tutorials: Part 1 and Part 2.[27]
  • The first step is to create some objects which you will use to test your shaders.[27]
  • To begin examining the code of the shader, double-click the shader asset in the Project View.[27]
  • The Shader command contains a string with the name of the shader.[27]
  • The fragment shader is the OpenGL pipeline stage after a primitive is rasterized.[28]
  • If no fragment shader is used, then the color values of the output Fragment have undefined values.[28]
  • Unlike every other shader stage, fragment shaders have implicit derivatives generated.[28]
  • Thus, the fragment does not proceed on to the next pipeline stages, and any fragment shader outputs are lost.[28]
  • As mentioned in the Hello Triangle chapter, shaders are little programs that rest on the GPU.[29]
  • In a basic sense, shaders are nothing more than programs transforming inputs to outputs.[29]
  • In the previous chapter we briefly touched the surface of shaders and how to properly use them.[29]
  • Each shader's entry point is at its main function where we process any input variables and output the results in its output variables.[29]
  • There are several languages that can be used to write shaders, such as Cg, HLSL and GLSL.[30]
  • The fragments are processed in the next stage, called the fragment shader.[30]
  • In this particular example, the fragment shader doesn't do much; it only writes the color to the screen position (x, y).[30]
  • These kind of variables that are exchanged between the vertex and the fragment shaders are called "varying".[30]
  • The maximum number of texture image units that the sampler in this shader can access.[31]
  • Note: For legacy reasons, the enumerator for the fragment shader equivalent is called GL_MAX_TEXTURE_IMAGE_UNITS.[31]
  • The OpenGL-required minimum is 8 for fragment and compute shaders, and 0 for the rest.[31]
  • The OpenGL-required minimum is 1 for fragment shaders, 8 for compute shaders (note: possible spec typo), and again 0 for the rest.[31]

소스

  1. 1.0 1.1 1.2 1.3 Valve Developer Community
  2. 2.0 2.1 Shader Compiler Development & Shader Compiler Optimization
  3. 3.0 3.1 3.2 Best Shaders for Minecraft in 2020
  4. 4.0 4.1 4.2 4.3 Arnold for Maya User Guide
  5. 5.0 5.1 5.2 5.3 Adobe ActionScript® 3 (AS3 ) API Reference
  6. 6.0 6.1 6.2 Shaders — Godot Engine (stable) documentation in English
  7. In the works: HLSL Shader Model 6.6
  8. 8.0 8.1 8.2 8.3 Introduction to Turing Mesh Shaders
  9. 9.0 9.1 9.2 Minecraft Shaders 2020 – The 10 Best Shader Packs of All Time
  10. Unity C# and Shader Tutorials
  11. 11.0 11.1 11.2 11.3 Mesh Shader
  12. 12.0 12.1 12.2 12.3 Introducing Shaders
  13. 13.0 13.1 About Shader Programs
  14. 14.0 14.1 14.2 14.3 Minecraft shaders: the best Minecraft shader packs in 2020
  15. 15.0 15.1 15.2 15.3 Shader Development
  16. 16.0 16.1 16.2 16.3 Shaders
  17. 17.0 17.1 17.2 17.3 Qt Quick 3D - Custom Shaders Example
  18. Introduction to Shader Objects
  19. 19.0 19.1 19.2 Shader Editor - Firefox Developer Tools
  20. 20.0 20.1 Build Your Shaders Visually with Unity
  21. 21.0 21.1 21.2 21.3 GLSL Shaders - Game development
  22. 22.0 22.1 22.2 22.3 Best Minecraft shaders 1.16 - the best shaders to use with Optifine 1.16.3
  23. 23.0 23.1 23.2 23.3 The best Minecraft shaders
  24. 24.0 24.1 24.2 24.3 Vertex Shader
  25. 25.0 25.1 The Book of Shaders
  26. 26.0 26.1 26.2 26.3 Wikipedia
  27. 27.0 27.1 27.2 27.3 Manual: Vertex and fragment shader examples
  28. 28.0 28.1 28.2 28.3 Fragment Shader
  29. 29.0 29.1 29.2 29.3 LearnOpenGL
  30. 30.0 30.1 30.2 30.3 Shaders \ Processing.org
  31. 31.0 31.1 31.2 31.3 OpenGL Wiki