避免在shadow caster pass中偏移顶点带来的瑕疵.| Posts on ZZNEWCLEAR13
通过径向分派Compute Shader,使用Group Shared Memory缓存深度值.| ZZNEWCLEAR13
混合多张贴图的同时减少平铺的重复感.| Posts on ZZNEWCLEAR13
大概记一些Unity Compute Shader相关的东西吧.| ZZNEWCLEAR13 - Should I say something cool here?
The goal is to get the correct reflection color using as few iterations as possible within a single shader.| ZZNEWCLEAR13