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Shader Problem in IOS

Cocos

I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:

Shaders 40
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Powerful Shader Insights: Using Shader Debug Info with NVIDIA Nsight Graphics

Nvidia

As ray tracing becomes the predominant rendering technique in modern game engines, a single GPU RayGen shader can now perform most of the light simulation of a. As ray tracing becomes the predominant rendering technique in modern game engines, a single GPU RayGen shader can now perform most of the light simulation of a frame.

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article thumbnail

Shader Problem in IOS

Cocos

I have a question related to shaders. I created a game in which I added a shader; it works fine in web mobile and Android, but in iOS it gives an error during rendering. How to solve this issue version-3.8.2 17:49:37 [ERROR]: [ERROR] file /Applications/Cocos/Creator/3.8.2/CocosCreator.app/Contents/Resources/resources/3d/engine/native/cocos/renderer/gfx-metal/MTLCommandBuffer.mm:

Shaders 40
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Cocos Creator 3.8 Post-Process Shader Writing (2/2) Advanced

Cocos

Preface In the last article , Kylin shared how to add your own post-effect Shader in the custom render pipeline in Cocos Creator 3.8. However, based on the BlitScreen solution, we can only write the simplest post-effect Shader. Today Kylin will use Gaussian blur to demonstrate how to write a multi-pass post-effect shader.

Shaders 98
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[Release post of the official Shader Graph extension]

Cocos

GitHub: shader-graph Preview Basic Structure Preparation Phase Cocos Creator 3.8.2 editor and the shader-graph.zip shader-graph.zip plugin. Click , choose the shader-graph.zip extension file, and import it. Creating Asset Right-click in the Assets panel, select Create/Shader Graph to create a.shadergraph asset.

Shaders 52
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Differentiable Slang: A Shading Language for Renderers That Learn

Nvidia

Fast, Modular and Differentiable Shader Programming. Fast, Modular and Differentiable Shader Programming. The paper shows how a single language can serve as a unified platform for real-time, inverse, and differentiable rendering. Build differentiable renderers from existing graphics code.

Render 52
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Improve Shader Performance and In-Game Frame Rates with Shader Execution Reordering 

Nvidia

NVIDIA recently introduced a new feature available in the next generation of GPUs: Shader execution reordering (SER). NVIDIA recently introduced a new feature available in the next generation of GPUs: Shader execution reordering (SER). For more information, see the Shader Execution Reordering whitepaper.