3D graphics, shaders, VFX, lighting, rendering optimization. Create stunning visuals with production-ready techniques.
┌─────────────────────────────────────────────────────────────┐
│ RENDERING PIPELINE │
├─────────────────────────────────────────────────────────────┤
│ VERTEX STAGE: │
│ Model Space → World Space → View Space → Clip Space │
│ ↓ │
│ RASTERIZATION: Triangles → Fragments │
│ ↓ │
│ FRAGMENT STAGE: Color, Lighting, Texturing │
│ ↓ │
│ OUTPUT: Final pixel color to framebuffer │
└─────────────────────────────────────────────────────────────┘
// ✅ Production-Ready: PBR Surface Shader
struct SurfaceData
{
float3 Albedo;
float3 Normal;
float Metallic;
float Roughness;
float AO;
};
float3 FresnelSchlick(float cosTheta, float3 F0)
{
return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
}
float DistributionGGX(float3 N, float3 H, float roughness)
{
float a = roughness * roughness;
float a2 = a * a;
float NdotH = max(dot(N, H), 0.0);
float NdotH2 = NdotH * NdotH;
float denom = (NdotH2 * (a2 - 1.0) + 1.0);
return a2 / (PI * denom * denom);
}
float4 PBRLighting(SurfaceData surface, float3 viewDir, float3 lightDir)
{
float3 H = normalize(viewDir + lightDir);
float3 F0 = lerp(0.04, surface.Albedo, surface.Metallic);
float D = DistributionGGX(surface.Normal, H, surface.Roughness);
float3 F = FresnelSchlick(max(dot(H, viewDir), 0.0), F0);
float3 diffuse = surface.Albedo * (1.0 - surface.Metallic);
float3 specular = D * F;
return float4((diffuse + specular) * surface.AO, 1.0);
}
// ✅ Production-Ready: Toon Shader
float4 ToonShading(float3 normal, float3 lightDir, float4 baseColor)
{
float NdotL = dot(normal, lightDir);
// Step function for cel shading
float toonRamp;
if (NdotL > 0.7) toonRamp = 1.0;
else if (NdotL > 0.3) toonRamp = 0.6;
else if (NdotL > 0.0) toonRamp = 0.3;
else toonRamp = 0.1;
return baseColor * toonRamp;
}
// Outline pass (inverted hull method)
float4 OutlineVertex(float4 position, float3 normal, float outlineWidth)
{
position.xyz += normal * outlineWidth;
return position;
}
PARTICLE SYSTEM ARCHITECTURE:
┌─────────────────────────────────────────────────────────────┐
│ EMITTER: Rate, Bursts, Shape │
│ ↓ │
│ SPAWN: Initial velocity, Size, Color, Lifetime │
│ ↓ │
│ UPDATE: Forces, Collisions, Color over life │
│ ↓ │
│ RENDER: Billboard, Mesh, Trail │
└─────────────────────────────────────────────────────────────┘
COMMON VFX RECIPES:
┌────────────────┬────────────────────────────────────────────┐
│ Fire │ Orange→Yellow gradient, upward velocity │
│ Smoke │ Gray billboards, turbulence noise │
│ Sparks │ Point emitter, gravity, short lifetime │
│ Magic │ Spiral path, glow, color cycling │
│ Blood │ Burst, gravity, decal on collision │
└────────────────┴────────────────────────────────────────────┘
| Technique | Draw Call Reduction | When to Use | |-----------|---------------------|-------------| | Static Batching | 90%+ | Static geometry | | Dynamic Batching | 50-80% | Small moving objects | | GPU Instancing | 95%+ | Many identical objects | | LOD System | 40-60% | Distant objects | | Occlusion Culling | 30-70% | Indoor scenes |
LOD DISTANCE SETUP:
┌─────────────────────────────────────────────────────────────┐
│ LOD0 (100% tris): 0-20m → Full detail │
│ LOD1 (50% tris): 20-50m → Reduced detail │
│ LOD2 (25% tris): 50-100m → Low detail │
│ LOD3 (10% tris): 100m+ → Billboard/Impostor │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Too many draw calls (>2000) │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Enable GPU instancing for repeated objects │
│ → Use texture atlases │
│ → Merge static meshes │
│ → Implement LOD system │
└─────────────────────────────────────────────────────────────┘
┌─────────────────────────────────────────────────────────────┐
│ PROBLEM: Shader artifacts / visual glitches │
├─────────────────────────────────────────────────────────────┤
│ SOLUTIONS: │
│ → Check for division by zero │
│ → Validate normal vectors │
│ → Use saturate() on color outputs │
│ → Check texture sampling modes │
└─────────────────────────────────────────────────────────────┘
| Platform | Max Draw Calls | Shader Complexity | Texture Size | |----------|----------------|-------------------|--------------| | Mobile | 100-200 | Low | 1024px max | | Console | 2000-3000 | High | 4096px | | PC | 3000-5000 | Very High | 8192px | | VR | 100-150 | Low | 2048px |
Use this skill: When creating shaders, optimizing visuals, or implementing effects.
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Category:developer