Direct X 11 Particles in Unity ?
Hello, Forgive my ignorance as I'm in the process of transitioning into being a Technical Artist.
I'm extremely familiar with Animation/Modeling/Texturing/Etc. However I'm not super familiar withe DirectX 11 shader programming or particle systems.
I've seen a lot of integration in regards to how to use DirectX11 Tessellation in Unity, but thusfar I've been unable to find any reference in my best searches to find a starting point for generating DX11 partiles using the GPU and attractors such as in "The Museum of the Microstar". I'm familiar enough with the math, but the starting point of Unity integration is what's borking me completely.
If anyone could point me in the proper direction or methodology or even reference a good book for reference on getting started with GPGPU / GPU programming to start creating something in the realm of this, and procedural shaders for unity, I'd be forever grateful.
I plan on creating some pretty excellent particle systems and shaders for atmospheric rendering I'd love to share, but until I can start, it'll be hard to do so, haha.
Thank you for your time, if you take it. :)
I'm extremely familiar with Animation/Modeling/Texturing/Etc. However I'm not super familiar withe DirectX 11 shader programming or particle systems.
I've seen a lot of integration in regards to how to use DirectX11 Tessellation in Unity, but thusfar I've been unable to find any reference in my best searches to find a starting point for generating DX11 partiles using the GPU and attractors such as in "The Museum of the Microstar". I'm familiar enough with the math, but the starting point of Unity integration is what's borking me completely.
If anyone could point me in the proper direction or methodology or even reference a good book for reference on getting started with GPGPU / GPU programming to start creating something in the realm of this, and procedural shaders for unity, I'd be forever grateful.
I plan on creating some pretty excellent particle systems and shaders for atmospheric rendering I'd love to share, but until I can start, it'll be hard to do so, haha.
Thank you for your time, if you take it. :)
