![]() ![]() ![]() The yellow boxes are the actual stages of the pipeline that we can program/override with our shaders. This one is about the pipeline in Vulkan, but the concept is very similar to other pipelines as well. ![]() To help me illustrate their role, here’s a view of a simplified real time rendering pipeline: Image taken from (which also happens to be the definitive tutorial for grass with geometry shaders)īefore jumping into the code, let’s start with an overview of what a geometry shader is.I’ll link here some of the tutorials and resources that helped me get started with geometry shaders, so I definitely recommend them as a supplementary material: In some cases, generating grass blades or quads with grass textures can be better than instancing grass objects all over the place, plus the geometry shaders can give us some more flexibility when it comes to optimization and customization. The most obvious example (which we’ll examine in the next (probably) tutorial) is grass shaders. However, they are still really interesting to examine, and some really cool effects can be created with them. My presumption is that people don’t really care for them because they can be inefficient and in some cases they can be replaced by faster compute shaders. The resources for Unity shaders out there are scarce enough as it is, but there’s a very specific type of Unity shaders that is weirdly rare to find resources upon (at least at the time of writing): Geometry shaders. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |