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Author: takao

saturate(x) vs max(0, x)

A simple question, which is faster? “saturate(x)” or “max(0, x)”? It’s a tiny problem, but it might be good to know for those people who write shader program. For example, when writing a shader for diffuse lighting, write a code

takao 2014/09/23 Blog, Programming, Unity3D 1 Comment Read more

Multithreading in Unity

When I developed the Unity Assets, Fast Shadow Receiver, I needed to implement Thread Pool by myself. Basically, Unity runs on a single thread. On multi-core processor, skinning and rendering might be processed in multiple threads, but programs written in

takao 2014/08/13 Blog, Programming, Unity3D 2 Comments Read more
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