DirectCompute tutorial for Unity 3: Textures


The focus of days tutorial is on textures. These are arguably the most important feature when using DirectCompute. It is highly likely that every shader you write will use at least one texture. Unfortunately render textures in Unity are Pro only so this tutorial covers Pro only topics. The good new is that this will…

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DirectCompute tutorial for Unity 2: Kernels and thread groups


Today I will be going over the core concepts for writing compute shaders in Unity.   At the heart of a compute shader is the kernel. This is the entry point into the shader and acts like the Main function in other programming languages. I will also cover the tiling of threads by the GPU….

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DirectCompute tutorial for Unity 1: Introduction


unity的GPGPU的使用方式computeshader真的非常让人震惊,代码已经不再向openCL,CUDA一样的难读难写难于维护,整体上已经非常好用了。 在这个基础上,等待显卡这两年的跨越式发展后,游戏中采用GPU的并行计算能力会变得非常普及。 这样以后对于原来CPU上面的所有的for/while/foreach等操作都可以进行GPU封装,让用户可以无意识的,或者简单选择的使用GPU并行计算能力。 原文地址:https://scrawkblog.com/category/directcompute 下面开始是教程正文翻译,不想看英文只需看中文总结就可以: At this time Unity just started to support Microsofts DirectX 11 and with DirectX 11 came the DirectCompute API. This API opens up a whole new way to use the GPU by writing compute shaders. 【Unity GPGPU 很好用,但是没有教程让使用者非常难受,因此作者准备搞一发。】   I hope to start of with a introduction about why DirectCompute…

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Hello World


This is the first article in my blog.

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