雖然這篇Samplegrad鄉民發文沒有被收入到精華區:在Samplegrad這個話題中,我們另外找到其它相關的精選爆讚文章
[爆卦]Samplegrad是什麼?優點缺點精華區懶人包
你可能也想看看
搜尋相關網站
-
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#1SampleGrad (DirectX HLSL 材質物件) - Win32 apps
2021年9月14日 — 使用漸層來取樣材質,以影響範例位置的計算方式。 <樣板類型> Object. SampleGrad ( 取樣器_ 狀態S、float 位置、float DDX、float DDY [ 、int ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#2win32/dx-graphics-hlsl-to-samplegrad.md at docs - GitHub
SampleGrad (DirectX HLSL Texture Object). Samples a texture using a gradient to influence the way the sample location is calculated. <Template Type> Object.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#3Test/hlsl.samplegrad.offset.dx10.frag - android Git repositories
float4 txval10 = g_tTex1df4 . SampleGrad(g_sSamp, 0.1, 1.1, 1.2, 1);.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#4Samplegrad. SampleGrad) Example: sampling three ...
Samplegrad. SampleGrad) Example: sampling three 16161616f textures with trilinear requires up to 24 ALU instructions for a balanced shader • 3 (textures) x ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#5Which DDX DDY are expected for TextureCube.SampleGrad()
I am wondering which DDX DDY values the SampleGrad() function expects for a TextureCube object. I know that it's the change in UV ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#6Load vs SampleGrad - Graphics and GPU Programming
Now SampleGrad in particular is a variant of Sample that lets you pass in the gradients (partial derivatives of the U and V coordinates with ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#7textureGrad - OpenGL 4 Reference Pages - Khronos Group
Specifies the texture coordinates at which texture will be sampled. dPdx. Specifies the partial derivative of P with respect to window x. dPdy.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#8[UE4 Quick Tip] Removing Frac Artifacts - Pinterest
SampleGrad (TexSampler,UV,ddx(UV1),ddy(UV1)); Using SampleGrad is 10 instructions cheaper than the 'ComputeMipLevel' material function and also preserves ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#9Can Tex2dGrad and SampleGrad be exposed for use in ...
2) SampleGrad requires me to pass in a sampler state, which whilst I can choose this in the texture sampler, I can't pass it across to the ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#10Which Ddx Ddy Are Expected For Texturecube.Samplegrad()
Hlsl: Which Ddx Ddy Are Expected For Texturecube.Samplegrad(). With Unity's Shader Graph easily author shaders by building them visually in Master nodes ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#11Practical Rendering and Computation with Direct3D 11 - what ...
These are SampleGrad and SampleLevel, respectively. A third method,. SampleBias, works like Samplelevel with the addition of a bias value.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#12(PDF) Texture Coordinate Gradients Estimation for Ray Cones
SampleGrad () has a few bene ts over Texture.SampleLevel(): 1. Gradients are a property of the UV coordinate set only, whereas the mip.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#13How to use SampleGrad in Unity shader
2016年9月12日 — The code in hlsl but I can't use it. Unity says "sampler2D object does not have methods". There's the detail SampleGrad (DirectX HLSL ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#14Oliver M-H в Twitter: "No more need for ComputeMipLevel ...
No more need for ComputeMipLevel. SampleGrad is cheaper + keeps the filtering #UE4 #unrealdev ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#15像素着色器中的HLSL MipMap采样 - UF Game 游戏开发
你可以通过使用SampleGrad函数来获得相同的结果,并自己提供衍生产品: float4 textureColor = myTexture.SampleGrad(mySampler, myTexCoord.xy, derivX, derivY);.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#16什么是屏幕空间导数?何时使用它们? - QA Stack
取未变形的texcoords的导数,然后计算变形,然后对变形的texcoords和导数使用tex2Dgrad / SampleGrad / textureGrad可以防止这种情况的发生。 — Maximus Minimus ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#17HLSL MipMap sampling in pixel shader - Game Development ...
SampleGrad (mySampler, myTexCoord.xy, derivX, derivY);. If you use SampleLevel, that expects the mip level instead of the derivatives, but you ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#18SampleGrad란? - 공부 기록용
SampleGrad 란? 호기심탐구 2021. 12. 18. 23:04. 일단 알아야 할 것이 있다. gpu에서 모든 명령은 wrap나 wavefront 단위로 실행된다. nvidia gpu의 wrap를 사용한다고 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#19Что делает и как работает SampleGrad - GameDev.ru
Что делает и как работает SampleGrad ? / Графика / Форум / Программирование игр / GameDev.ru — Разработка игр.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#20(译)3D管线之旅:纹理采样器
In the current D3D11 pipeline, it's a SampleGrad on a Cubemap array. Let's see the tally: 3D texture coordinates – u, v, w: 3 floats. Cubemap ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#21UE4 Shader 简单的消除纹理重复感 - 知乎专栏
SampleGrad (baseTexSampler, uva, dxa, dya); float4 sampler2 = baseTex.SampleGrad(baseTexSampler, uvb, dxb, dyb); float4 sampler3 = baseTex.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#22ながむしメモ
UEのマテリアルでTextureからSampleGradでサンプリングするメモ. これが2021年最後の記事. 良いお年を! CustomNodeの内容; CustomNodeコピペ用; 利用例; 何に使うの.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#23HlslDeclarations.h | searchcode
... 28 29// SampleGrad (DirectX HLSL Texture Object) 30// ... float Location, float DDX, float DDY); 55 float4 SampleGrad(sampler_state S, float Location, ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#24DirectX 10 Performance and DirectX 11 Preview - Index of
SampleGrad can be used too, but beware of the extra performance cost. Texture cache misses may be high due to poor coherence.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#25关于C#:如何手动package纹理坐标? | 码农家园
float2 xchange = ddx(input.tex); float2 ychange = ddy(input.tex); return shaderTexture.SampleGrad(SampleType, input.tex, xchange, ychange); ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#26Supported Features - Diligent Graphics
ret SampleGrad( sampler_state S, float2 Location, float DDX, float DDY [, int Offset] );; float SampleCmp( SamplerComparisonState S, ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#27Metal texture sampling questions | Apple Developer Forums
Hi there,. Got a few questions about Metal textures: - When declaring a texture parameter as texture2d<float, access::sample>, what does the float means ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#28[UE4 Quick Tip] Sampling Textures in Custom Nodes
Sample(TexSampler,UV); Other sampling types like 'SampleGrad', 'SampleBias' or 'SampleLevel' should work just as fine.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#29Graphics.GPipe.Sampler - Hackage
SampleAuto :: SampleLod v F. SampleBias :: FFloat -> SampleLod vx F. SampleLod :: S x Float -> SampleLod vx x. SampleGrad :: vx -> vx -> SampleLod vx x ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#30Vz - JapanTown Bwp
Ue4 ddx. 良いお年を! CustomNodeの内容CustomNodeコピペ用利用例何に使うのノードとしてSampleGradが提供されていないようなので、CustomNodeでSampleGrad関数を直接 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#31Tag: optimization - Adam Sawicki
But if your logic dependent on textureIndex is more complex than a single Load or SampleGrad , e.g. you sample multiple textures or do some calculations ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#32The A to Z of DX10 performance - game development
Sample>>SampleLevel>>SampleGrad. » Texture type and filter mode impacts cost too! » E.g. Volume textures, 128 bits formats, aniso.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#333D - Humus.name
This gives me the two gradients and I can do a SampleGrad() lookup and get the right mipmap even at border pixels. The benefit of computing correct ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#34Pürüzlü Yüzey Üretimi - KARADENİZ TEKNİK ÜNİVERSİTESİ
while döngüsünden önce SampleGrad fonksiyonu IN.texcoord + vCurrOffset parametresi ile çağrılmıştır. Burda IN.texcoord doku koordinatına eklenen vCurrOffset ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#35Ue4 hlsl code. 6, 0. For the 4. When I have time over the next ...
SampleGrad (TexSampler,UV,ddx(UV1),ddy(UV1)); Using SampleGrad is 10 instructions cheaper than the 'ComputeMipLevel' material function and …
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#36DirectX10 Preview Sample New 翻译- 王大牛的幸福生活 - 博客园
这通过打开各异向性采样并仔细控制SampleGrad函数的ddx,ddy参数来实现。这些参数能够通过把表示运动方向的顶点对于某个特定的三角形转换到它纹理空间 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#37Parallax Occlusion Mapping use Shared Sampler - Reddit
SampleGrad (TexSampler,UV+offset,InDDX,InDDY)); if (rayheight < texatray) { float xintersect = (oldray-oldtex)+(texatray-rayheight); ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#38geometry - HLSL 几何着色器纹理查找 - IT工具网
对于gs_4_0 配置文件,您可以选择Load()、SampleLevel() 或SampleGrad()。您可能需要SampleLevel(),尤其是当您的Texture3D 只有一个mip 级别时。
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#39tfetch LOD selection needs cleanup - Giters
SampleGrad will take scaled gradients only for instruction and register bias, ... Only SampleBias, SampleGrad and SampleLevel, no Sample.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#40Sample Thank You Letter (After a Grad School Informational ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#41Shader_GLSL、HLSL API异同 - ICode9
函数名 用法 详述 asuint asuint(x) 将x转换为uint类型。 atan atan(x) 返回x的反正切值。 atan2 atan2(y, x) 返回y、x的反正切值。
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#42Bindless Texturing for Deferred Rendering and Decals - The ...
I was initially worried that the combination of SampleGrad and divergent descriptor indices would lead to to suboptimal performance, ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#43HLSL(High level shading language)_熊小屁的专栏 - CSDN ...
SampleGrad 使用一个梯度影响采样位置 SampleLevel使用一个mipmap级别进行采样 *注:纹理对象及其操作是DX10.0版本提供的。
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#44Safari Technology Preview for Mac(蘋果Safari瀏覽器) - 劇多
在WSL中實現了SampleLevel(),SampleBias()和SampleGrad(). 更新了幾個介面和列舉名稱以匹配規範. SVG. 修復了僅針對當前文件解析的僅片段URL ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#45Safari Technology Preview for Mac(蘋果Safari瀏覽器) - 每日頭條
在WSL中實現了SampleLevel(),SampleBias()和SampleGrad(). 更新了幾個接口和枚舉名稱以匹配規範. SVG. 修復了僅針對當前文檔解析的僅片段URL ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#46Mapping between HLSL and GLSL | Anteru's Blog
SampleGrad, textureGrad , textureGradOffset. SampleLevel, textureLod , textureLodOffset. N/A, textureProj ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#47图形管线之旅Part4 - 菜鸟学院
在当前的D3D11管线中,最坏状况是在Cubemap数组上执行SampleGrad操做。让咱们来看一下统计:. 3D纹理坐标——u,v,w:3个浮点数。
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#48GPU Pro 7: Advanced Rendering Techniques
SampleGrad ( TextureSampler , physical_uv , dx , dy). xyz ; gbuffer . normal. xy = NormalPhysicalTexture . SampleGrad ( TextureSampler , physical_uv , dx, ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#49GPU Pro 360 Guide to Rendering - 第 522 頁 - Google 圖書結果
SampleGrad ( TextureSampler, physical_uv, dx, dy).xyz; gbuffer.normal.xy = NormalPhysicalTexture.SampleGrad( TextureSampler, physical_uv, dx, dy).xy; ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#50Hlsl texturegrad
变形的texcoords的导数,然后计算变形,然后对变形的texcoords和导数使用tex2Dgrad / SampleGrad / textureGrad可以 Using textureGrad for anisotropic integration ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#51Tiling within subUV or pseudo-volume textures - Ryan Brucks
This is the same as a SampleGrad instruction in hlsl, where you specify the ddx and ddy to use. Add the ddx and ddy nodes and hook them to both texture ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#52DirectX: Pixel Shader derivative calculation - TipsForDev
SampleGrad (s0, t0, derivX, derivY); }. How many times the above code will be called in a 4 x 4 grid of pixel coordinates? Thanks.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#53[Unity] UnityでComputeShaderを使う解説をしているページを ...
SampleGrad 関数を使えばできる。 Copied! float4 t = tex.SampleGrad(_LinearClamp, uv, dx, dy);. ここで掴みたいことは、導関数(dxとdy)を計算し ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#54pürüzlü yüzey üretimi
fCurrSampledHeight = NormalHeightMap.SampleGrad( LinearSampler,. IN.texcoord + vCurrOffset, dx, dy ).a; if ( fCurrSampledHeight > fCurrRayHeight ).
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#55HLSL(High level shading language) - 极客分享
SampleGrad 使用一个梯度影响采样位置 SampleLevel使用一个mipmap级别进行采样 *注:纹理对象及其操作是DX10.0版本提供的。 (2)采样对象
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#56Problem with HLSL Terrain Shader(Texture 2D Array)
SampleGrad (splattexturarraystate, float3(uv * blend.y, indices[0]), dx * blend.y, dy * blend.y), blend.x);.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#57How to sample height map which is stored in the alpha ...
SampleGrad (MySampler, TexCoord, dx, dy);. See MSDN. Note that there is no reason to use the Direct3D 10.x API at all. You should be using Direct3D 11 which ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#58Texture coordinates ue4 - Criterion
Sample(TexSampler,UV); Other sampling types like 'SampleGrad Unreal Engine is a leading development environment for games, design visualizations, ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#59DirectX10: porting, performance and “gotchas” - AMD ...
across pixel quad). ☢ Compiler is smart figuring out what is varying and what isn't. ☢ Don't blindly use t.SampleGrad() everywhere ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#60Unity retro shader
... I was able to implement this in a custom function as well (just had to swap out the tex2Dgrad with SampleGrad for d3d11 and it worked as described!)
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#61HLSL特效_百度文库
... 一些采样SampleGrad SampleLevel 使用一个梯度影响采样位置使用一个mipmap 级别进行采样采样对象采样对象的关键字为sampler(也称为取样器) 。
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#62VOLUME VI - FSA Partner Connect
Page VI - 7 - 20. 2020-2021 COD Technical Reference. September2020. Volume VI – Appendices. Sample Grad PLUS MPN Paper Manifest. Report Date: 04/25/2016.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#63Ue4 ddx. . t R i*ò9€©þ¦ è¤@_ú®ŒPÌ †Œe Ñ [²I¡uÕnQh {+ ç ...
Lec 04 扭曲着色器Distortion ShaderLec 05 特效翻页动画Flipbook AnimationLec 06 环境材质混合UEのマテリアルでTextureからSampleGradでサンプリングするメモ.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#64HLSL(High level shading language)_熊小屁的专栏
SampleGrad 使用一个梯度影响采样位置 SampleLevel使用一个mipmap级别进行采样 *注:纹理对象及其操作是DX10.0版本提供的。 (2)采样对象关键字sample,及采样器,一个 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#65もんしょの巣穴 - DirectXの話 第156回 - Google Sites
Sample() 命令は使えないものの、ddx, ddyを自前で計算できれば SampleGrad() 命令で同じ結果を得られます。 ミップマップを使用しない場合は ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#66How to wrap texture coordinates manually? - Tutorial Guruji
float2 ychange = ddy(input.tex);. 5. return shaderTexture.SampleGrad(SampleType, input.tex, xchange, ychange);.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#67Unity retro shader. 99. We are using ' Sample Texture 2D LOD ...
Retro Shader problems - Unity Forum I was able to implement this in a custom function as well (just had to swap out the tex2Dgrad with SampleGrad for d3d11 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#68Release Notes for Safari Technology Preview 92 | WebKit
... SampleBias() , and SampleGrad() in WSL (r249453); Updated several interface and enum names to match specifications (r249601) ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#69Unity retro shader. Making a retro image effect with shader ...
... I was able to implement this in a custom function as well (just had to swap out the tex2Dgrad with SampleGrad for d3d11 and it worked as described!)
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#70D3d11 texture. DirectX (D3D11. I am trying to figure out how to ...
In the current D3D11 pipeline, it's a SampleGrad on a Cubemap array. ). It also requires a struct of type D3D11_BUFFER_DESC with parameters, ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#71[번역]A Better Way to Scalarize a Shader
그러나 만약 textureIndex에 의존하는 당신의 로직이 단일 Load 나 SampleGrad 보다 더 복잡하다면, 즉 당신이 여러 텍스처를 샘플링 하거나 계산 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#72Unity retro shader. VFX. alpha (fog color is in range 0-1 but is ...
... I was able to implement this in a custom function as well (just had to swap out the tex2Dgrad with SampleGrad for d3d11 and it worked as described!)
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#73GPU Pro 360 Guide To Rendering - UserManual.wiki
SampleGrad ( TextureSampler , tileEntry . xy + offset , ddx_correct , ddy_correct ) ; 4.6 Acknowledgments We'd like to thank J.M.P van Waveren for ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#742.2 Clone datablock crash - Ogre Forums - Ogre3D
SampleGrad ( sampler, float3( uv, arrayIdx ), ddx, ddy ) #define OGRE_ddx( val ) ddx( val ) #define OGRE_ddy( val ) ddy( val ) #define ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#75GPU Pro: Advanced Rendering Techniques
... float2 ddy_correct = ddy(In.UV) * scale; return TileCache .SampleGrad (TextureSampler , tileEntry.xy + offset, ddx_correct , ddy_correct ); ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#76GPGPU Programming for Games and Science
... mipmap level when the attached texture has mipmaps), SampleLevel (the function will use the specified mipmap level), and SampleGrad GPU Computing 151.
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#77Practical Rendering and Computation with Direct3D 11
Sample 331 SampleBias 332 SampleCmp 332 SampleGrad 332 SampleLevel 332 sampler state objects 104, 105 scale matrix 382 scissor test 524 screen-space ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#78Tech Feature: HPSL Shading Language - In The Games Of ...
sampleGrad (texture, uv, dx, dy, offset). Performs texture lookup with explicit gradients. sampleLod(texture, uv, lod).
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#79textures : 動的ブランチ内のテクスチャサンプリングが異なる ...
SampleGrad は、ddx、ddyをゼロに設定して正常に機能することがわかりました。 star dust.r2021-03-18 19:53:19. どのシェーダープロファイルを使用し ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#80Review of Displacement Mapping Techniques and Optimization
We found an optimization for parallax occlusion mapping. Instead of using SampleGrad when sampling from the height map we used SampleLevel with ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#81Unity retro shader. So if you want to use the customization ...
Retro Shader problems - Unity Forum I was able to implement this in a custom function as well (just had to swap out the tex2Dgrad with SampleGrad for d3d11 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#82Object Space Lighting - Oxide Games
SampleGrad (SS_DEFAULT, float2(ActualTexCoord[0]), DerX*fDirScale[0],. DerY*fDirScale[0] ); float4 Sample2 = PageMapBackstore.SampleGrad(SS_DEFAULT ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#83Doubt in beginner tutorial regarding chain rule and manual ...
I'm going through this tutorial. In Warm-up: numpy section the derivative of loss function with respect to h is being calculated as follows: ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#844K Checkerboard in Battlefield 1 and Mass Effect Andromeda
... in main shading ▻ SampleGrad issue is more expensive than normal fetch (in cy) ▻ No change in bandwidth / latency ▻ Fetch and filter ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#85Unity retro shader. Made a glitch effect shader f
Retro Shader problems - Unity Forum I was able to implement this in a custom function as well (just had to swap out the tex2Dgrad with SampleGrad for d3d11 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#86vR
Retro Shader problems - Unity Forum I was able to implement this in a custom function as well (just had to swap out the tex2Dgrad with SampleGrad for d3d11 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#87Unity retro shader - casa ejecutores
Retro Shader problems - Unity Forum I was able to implement this in a custom function as well (just had to swap out the tex2Dgrad with SampleGrad for d3d11 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#88ue4 hlsl code. parse dxbc text and export hlsl like for read. In ...
SampleGrad (TexSampler,UV,ddx(UV1),ddy(UV1)); Using SampleGrad is 10 instructions cheaper than the 'ComputeMipLevel' material function and …
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#89Unity retro shader - X
Retro Shader problems - Unity Forum I was able to implement this in a custom function as well (just had to swap out the tex2Dgrad with SampleGrad for d3d11 ...
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#90unity retro shader. - Built on a C++ native code library (but ...
... I was able to implement this in a custom function as well (just had to swap out the tex2Dgrad with SampleGrad for d3d11 and it worked as described!)
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?> -
//=++$i?>//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['title'])?>
#91各向异性过滤- 维基百科,自由的百科全书
各向异性过滤(英語:Anisotropic filtering,简称AF)是一种3D显示技术,如其名称所示,它是对周围各个方向上的像素进行取样计算后映射到目标像素上的技术。
//="/exit/".urlencode($keyword)."/".base64url_encode($si['_source']['url'])."/".$_pttarticleid?>//=htmlentities($si['_source']['domain'])?>
samplegrad 在 コバにゃんチャンネル Youtube 的精選貼文
samplegrad 在 大象中醫 Youtube 的最讚貼文
samplegrad 在 大象中醫 Youtube 的最佳解答