Shading Shades
نویسنده
چکیده
Procedural material shaders continue to pop up since the advent of fragment programmability. Most of these shaders concentrate on interesting animated effects. The cg shades demo successfully explores the use of fragment shader programming for a different kind of materials: Highly repetitive, man-made materials. The given code shows a variety of implementation options adapted to different usage scenarios, e.g. alpha-tested transparency vs. fragment kill. How to texture the “virtual geometry” and how to avoid artifacts inherent to the technique (i.e. clipping ends of bars and aliasing). Copyright c © 2004 by NVIDIA Corporation. All rights reserved.
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