为您列举一些renderDoc方面的下载的内容,renderdoc教程、render doc安装、renderdoc plugin等资源。把最新最全的renderDoc推荐给您,让您轻松找到相关应用信息,并提供renderDoc下载等功能。本站致力于为用户提供更好的下载体验,如未能找到renderDoc相关内容,可进行网站注册,如有最新renderDoc相关资源信息会推送给您
2022-04-19 18:07:58 73.68MB windows render RenderDoc
1
对体积光和体积雾原理讲解很详细的文档,还有对其实现及gitHub地址。
2022-04-15 11:45:35 1.58MB Unity Graphi Shader Render
1
通用着色器示例 该项目包含的着色器示例集合。 要求: Unity 2019.3.9f1或更高版本 UniversalRP 7.3.1或更高版本 您需要才能下载大型资产文件。 大多数Git客户端UI都支持git-lfs。 如何使用这个例子 克隆存储库。 您必须启用git-lfs。 在Unity中加载。 示例位于_ExampleScenes文件夹中。 每个场景都包含一个与着色器和材质捆绑在一起的不同示例。 该项目中的例子 未点燃的例子 除第一个以外的所有未着色着色器示例均支持实时阴影(投射和接收)。 01 UnlitTexture 基本的“ hello world”着色器。 02 Unli
2022-04-04 13:29:19 8.13MB unity shaders hlsl urp
1
本插件为自制插件,方便快捷,类似AE的序列帧格式输出设置,可以将附着脚本的相机画面渲染出序列帧,同时提供帧数设置,文件夹选择,渲染图片大小设置,渲染中停止功能。
2022-01-08 09:56:02 6KB Unity Render
1
URP_ShaderGraphCustomLighting:用于Shader Graph,Universal Render Pipeline的一些自定义照明功能子图
2022-01-04 14:31:16 45KB unity lighting urp custom-lighting
1
real-time rendering4th 高清免解压优质资源百度网盘下载绝对高清版本
2021-11-19 21:30:24 134B rtr4 realtime rendering render
1
《Using a Render Pipeline to Render Primitives 使用渲染管道去渲染一个几何体(本例为渲染一个三角形)》一文的示例程序,可以对照文章学习。“可以”直接运行。
2021-10-14 16:16:09 505KB xcode metal render
1
本系统是用C#.net开发的,提供了一个类库,Render.Core作用是将视频流转化成一帧一帧的图片,然后显示。下载了就可以运行,对实时视频或者和摄像头连用的程序挺好。
2021-09-29 15:12:38 22.64MB wpf Render.Core slimdx
1
投影矩阵的教程 Introduction Projective texture mapping is a method of texture mapping described by Segal [3] that allows the texture image to be projected onto the scene as if by a slide projector. Figure 1 shows some example screen shots from the projspot demo, available in the NVIDIA OpenGL SDK. Projective texture mapping is useful in a variety of lighting techniques, including shadow mapping [4]. This document provides some background and describes the steps involved in projective texture mapping in OpenGL. Projective texture mapping refers both to the way texture coordinates are assigned to vertices, and the way they are computed during rasterization of primitives. We usually think of texture mapping as “the application of a texture image to a primitive,” and while it certainly is that – there is more math going on than most folks think. If you have ever written your own rasterizer with support for mipmap filtered, perspective-correct, projective texture mapping, you no doubt became aware of the many subtle issues involved. We will begin by discussing the way that texture coordinates are computed during rasterization, and then we will discuss methods for assigning the texture coordinates to the vertices. We do not discuss filtering here, but there is a paper on Anisotropic Filtering at the NVIDIA developer web site that provides a good introduction to that topic. Figure 1.
2021-09-10 17:44:26 333KB shader render hlsl dx
1
非常好的插件,将模型显示在UI上。UIObject3D Render 3D Models on any Unity UI Canvas 1.01
2021-08-16 16:49:00 18.7MB UIObject3D
1