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1 wrz 2023 · Pixel shaders. Pixel shaders, also known as fragment shaders, are used to calculate effects on a per-pixel basis. Recommended. Prefer the use of depth bounds test or stencil and depth testing over manual depth tests in pixel shaders. Depth and stencil tests may discard entire 16×16 raster tiles down to individual pixels.
- Pixel Shaders - NVIDIA
A Pixel Shader is a graphics function that calculates...
- NVIDIA Shader Library - HLSL
With a wide range of shaders including skin, natural...
- Intro To Pixel Shading in DX8 - Nvidia
Dx8 Pixel Shaders • DX8 Hardware will have the ability to...
- Chapter 17. Efficient Soft-Edged Shadows Using Pixel Shader Branching
Recent advances in graphics hardware functionality and...
- Chapter 8. Per-Pixel Displacement Mapping with ... - NVIDIA Developer
In this chapter, we present distance mapping, a technique...
- Pixel Shaders - NVIDIA
A Pixel Shader is a graphics function that calculates effects on a per-pixel basis. Depending on resolution, in excess of 2 million pixels may need to be rendered, lit, shaded, and colored for each frame, at 60 frames per second. That in turn creates a tremendous computational load.
1 lip 2008 · With a wide range of shaders including skin, natural effects, metals, post processing effects, and much more, the NVIDIA Shader Library exists to help developers easily find and integrate great shaders into their projects.
Dx8 Pixel Shaders • DX8 Hardware will have the ability to use either the Pixel Shader API or the TextureStageStates • Pixel Shader API allows more complicated operations • True per-pixel reflections • Dependent Textures ( like EMBM ) • Only 8 Texture Blend Ops allowed • Still does not expose entire pixel shader or register combiner ...
Recent advances in graphics hardware functionality and performance finally enable us to achieve real-time speeds when rendering soft shadows. This chapter discusses a method for rendering a high-quality approximation to real soft shadows at interactive frame rates.
In this chapter, we present distance mapping, a technique for adding small-scale displacement mapping to objects in a pixel shader. We treat displacement mapping as a ray-tracing problem, beginning with texture coordinates on the base surface and calculating texture coordinates where the viewing ray intersects the displaced surface.
Shaders are simple programs that describe the traits of either a vertex or a pixel. Vertex shaders describe the attributes (position, texture coordinates, colors, etc.) of a vertex, while pixel shaders describe the traits (color, z-depth and alpha value) of a pixel.