![]() ![]() If this is so then why is it that even the best looking Unity games still seem to look like something from the mid-late 2000's? Click here for a list of other gaming subreddits.ĭefenders of Unity like to claim that you can't blame a graphics engine for bad looking games and that it's all the fault of the developers. Posts and comments, whether in jest or with malice, that contain racist, sexist, homophobic content, threats, or other forms of toxicity will be removed, regardless of popularity or relevance.įor a more detailed explanation of these rules, click here. No referral, affiliate, livestream, and/or survey links.ĭiscussion Prompts must be submitted as self/text posts, not as image posts. This is not the place to spam your channel or stream. No screenshots of websites or Twitter.įollow the rules of promotion. No general URL shorteners (bitly, tinyurl, etc). Submit only the original source of the content. No Giveaways / Trades / Contests / Items for sale / Donation Requests / Crypto anything Cosplay posts from content creators who focus primarily is adult content will be removed. Mark your spoilers and NSFW submissions, comments and links. Posting guidelines: No bandwagon/raid/"pass it on" or direct reply posts, Posts must be in English, Pictures of children may be removed due to safety concerns, No "ragebait" posts Note that we do not allow non-gaming meme templates as submissions. Submissions must be directly gaming-related, not just a "forced" connection via the title or a caption added to the content. Directly messaging individual moderators may result in a temporary ban. Only message the team via the link above. Please comment around before posting.ĭo NOT private message or use reddit chat to contact moderators about moderator actions. Please note, you are required to have some r/gaming Community Karma to make a post. Simply message the moderators and ask us to look into it. Instructs the GPU to pause processing of the queue until it passes through the GraphicsFence fence.If your submission does not appear, do not delete it. Set random write target for Shader Model 4.5 level pixel shaders. Renders primitives with GPU instancing and a custom shader using rendering command arguments from commandBuffer. Renders indexed primitives with GPU instancing and a custom shader with rendering command arguments from commandBuffer. ![]() Renders indexed primitives with GPU instancing and a custom shader. Renders non-indexed primitives with GPU instancing and a custom shader. Renders multiple instances of a Mesh using GPU instancing and a custom shader. Renders multiple instances of a mesh using GPU instancing. Renders multiple instances of a mesh using GPU instancing and rendering command arguments from commandBuffer. Renders a mesh with given rendering parameters. Draws procedural geometry on the GPU.Įxecutes a command buffer on an async compute queue with the queue selected based on the ComputeQueueType parameter passed. For non-indexed rendering, use Graphics.RenderPrimitives instead.įor indexed rendering, use Graphics.RenderPrimitivesIndexed. This is similar to Graphics.DrawMeshInstancedIndirect, except that when the instance count is known from script, it can be supplied directly using this method, rather than via a ComputeBuffer. Draws the same mesh multiple times using GPU instancing. ![]() Use Graphics.RenderMeshPrimitives instead. Shortcut for calling Graphics.CreateGraphicsFence with GraphicsFenceType.AsyncQueueSynchronisation as the first parameter.ĭraws the same mesh multiple times using GPU instancing. Uses a shader to copy the pixel data from a texture into a render texture.Ĭopies source texture into destination, for multi-tap shader.Ĭlear random write targets for Shader Model 4.5 level pixel shaders.Ĭopies the pixel data from one texture, converts the data into a different format, and copies it into another texture.Ĭopies the contents of one GraphicsBuffer into another.Ĭopies pixel data from one texture to another. ![]()
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