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How about the same name in different shaders for different data types? For example in shader A I declare float3 _Color but in shader B I declare...
Really appreciate!
I am trying to compress the float32 data to low bits format to save the storage. the first way I find is to use DXGI_FORMAT_... functions...
By impossible, I mean Spinlock is necessary to achieve Moving Average. But according to the link, Spinlock is impossible in the shader programs...
Seems like this is the answer to my question. In short, Impossible....
Would you mind writing some sample codes to achieve Moving Average, I do have no idea how to do this, thanks a lot.
I have seen this question several days ago, perhaps this link can help you. https://github.com/Moonlit-Games/Ultimate-Water-System/issues/38
Perhaps I can use some codes like below uint lock = 0u; ...... fixed frag(v2f input):SV_TARGET { //block current fragmentShader thread...
I have come across a question when writing my fragment shader. Here is the thing, I want to use the Moveing-Average formula to add some value...