Graphics & Rendering
Rendering Pipeline
┌─────────────────────────────────────────────────────────────┐
│ 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 │
└─────────────────────────────────────────────────────────────┘
Shader Programming
Standard PBR Shader (HLSL)
// ✅ 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);
}
Toon/Cel Shader
// ✅ 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;
}
Visual Effects (VFX)
Particle System Setup
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 │
└────────────────┴────────────────────────────────────────────┘
Optimization Techniques
| 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 Configuration
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 │
└─────────────────────────────────────────────────────────────┘
🔧 Troubleshooting
┌─────────────────────────────────────────────────────────────┐
│ 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 Guidelines
| 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.