Posts by Pema99
I just pushed out v7.0.0 of my shaders, and while I wanted to do a full on fancy trailer and a bunch of other promotion stuff - I didnt want to delay it any further. So it is live now! 350+ commits, hundreds of lines of changelog, all free
shaders.orels.sh
Happy Holidays! ❤️
#unity3d #shaders
You are cool cat
block (singular) game
Its been a month since i started using @gingerbill.org 's Odin language, so I feel compelled to finally write something about that
For context: I'm working on a little steamvr overlay tool in my free time. The goal is to learn more about steamvr and to write something lower level than i usually do
12 angry men (1957)
Remember what they took from us
🔷I've just released my soft outline shader!🔷
Do bloom-like effects on your avatar without post processing or screen effects! Vid has examples!
15% off for the first 48 hours!⬇️Link Below!⬇️
I am also doing a giveaway, like❤️, repost 🔁, and follow to enter!
#VRChat #ZekkDev
pretty
We are looking for a Vulkan engineer to join our render team at IOI! Available locations are Copenhagen, Malmo and Barcelona. Feel free to reach out if you are interested or have question 😄
ioi.dk/careers?pane...
📐
#art
lmao
Light Volumes 2.0 will support baked 3D shadows for point and spot lights, and that's how it can be used!
Thanks to @pema99.bsky.social for implementing this feature!
Photons are shot from two point lights (a blue and a red one). They are recorded in a buffer, then added to the scene BVH as spheres and thin cylinders, with emission from the flux.
Photons are shot from the area light. The distribution is horrendous and needs a little work.
Photons are shot from the area light. The distribution is tweaked a bit but still bad.
Want to do a quick photon mapping test, but it's a slow start because I spent most of the time so far playing with the debug rays instead. It does immediately show that the basic GPU hash rand I used is no good.
#metalrt #rendering
(Tarkus, 1972, Emerson Lake and Palmer)
What album or artist would you say profoundly reshaped the way YOU perceive music?
Area Light Volumes... Thanks to @pema99.bsky.social for implementing and contributing such an amazing feature to VRC Light Volumes! I can already imagine people using it as studio softboxes for photography!
I made my fluid sim particles got towards the nearest light from the light volumes.
youtu.be/i8PFoagQhP0
reflection probe any% world record
In today's new blog post, I try to provide some intuition and clear up some misconceptions about early Z cull behavior on desktop GPUs. Have a read if that interests you!
therealmjp.github.io/posts/to-ear...
good riddance
Slang can be made extremely close to GLSL/Shadertoy style of shaders by using a set of defines and typealiases, I've made a template in compute.toyts just for that compute.toys/view/1947
I also ported my most popular shadertoy using it:
compute.toys/view/1948
This is a fun story, thanks for sharing :) I'm gonna refrain from looking at the patent, as I do for all software patents.
I did notice a single line in the DX11.3 spec "D3D11.3 will allow approximations to this effect." but didn't see something similar for the GLES3.2 spec. Taking another look now, I realize there is a similar approximation blurb, it was just hiding on the next page, heh
Hmm.. I see what you mean. Here's the plot with your suggestion:
Interestingly, the GLES3.2 spec amends the relevant section to _very briefly_ mention elliptical footprint. Vulkan spec has a similar small paragraph. Seems to me like that would put Mesa in violation of both specs?
3dfx Voodoo2
VideoCore IV
Geforce2 GTS
PowerVR PCX2
one of the curious things I try with different GPUs is r_colorMipLevels 1 in q3dm1 on Quake3
What did you have in mind? 🤔
Good suggestion, I just tried it out, pretty close to the hardware though still a bit off. They might be using some variant of this with some fudge/bias.