From Burst 1.5, you can directly call Burst-compiled functions without manually handling function pointers. It’s quite handy when using heavy math functions. https://github.com/keijiro/BurstDirectCallTest
Another DXR path tracing test https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/Accumulation.html
Another DXR path tracing test https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/Accumulation.html
Trying multiframe rendering with Unity DXR path tracing. It also supports accumulation motion blur. https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/Accumulation.html
Trying multiframe rendering with Unity DXR path tracing. It also supports accumulation motion blur. https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@10.2/manual/Accumulation.html
Tried a HDR display with Unity HDRP. Left: Standard dynamic range. Right: HDR enabled. You can see banding in the dark area of the left photo. The photos are overexposed to emphasize the effect. https://github.com/keijiro/Hdrp10
VFX Graph Particle Strip + Shader Graph https://github.com/keijiro/VfxGraphTestbed
VFX Graph Particle Strip + Shader Graph https://github.com/keijiro/VfxGraphTestbed
Trying multi-bounce reflection with Unity DXR ray tracing https://github.com/keijiro/DxrLattice
Trying multi-bounce reflection with Unity DXR ray tracing https://github.com/keijiro/DxrLattice