Configurable toonlike shader. Includes Opaque/Fade/AlphaCutout variations. All variations are supported Lightprobe and Point lights(both PixelLight and Per-vertex ...
Abstract: This paper describes a parallel method to simulate real-time 3D deformable objects using volume preservation constraints on a mass-spring model (MSM) to achieve plausible results in ...
What can't you do? I'd like to be able to time some compute shaders I'm building, for a couple of reasons: I want an easy and accurate way for me to benchmark the shaders during development. I've yet ...