Part 2: [ Ссылка ]
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This is new material I recorded for my CS/ECE4795 GPU Programming for Video Games class during the Summer 2021 semester to supplement the lectures I recorded during the Summer 2020 semester that I reused in 2021. This is quite different than most of my other lectures in that I didn't plan it ahead of time. Usually, I present finished code examples, carefully chopped up into a series of PowerPoint slides. Here, I pull up a piece of code and just start hacking. I wanted to show my students how I go about tackling a new part of Unity I haven't tackled before, including struggling through debugging. This is kind of a "behind-the-scenes" video, showing the kind of work that goes into creating the kind of polished examples I use in my more traditional lectures.
Here, I update my IntroShaders examples -- which were written for Unity's original built-in pipeline -- to work with the Universal Render Pipeline, which I haven't previously dealt with. The original code is in the GPU20IntroShaders.unitypackage file, which you can find on my GitHub page: [ Ссылка ]
The updated code is on the same GitHub page under the name GPU22URPIntroShaders.unitypackage, or something like that.
#unity #unity3d #hlsl
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