Unity3D's reference describes the HDR Bloom as: Using HDR allows for much more control in post processing. LDR bloom has an unfortunate side effect of blurring many areas of a scene even if ...
Is it possible to achieve something similar to nVidia's rain demo using only shader model 3.0 capabilities? If yes, could you point out a few documents/web resources that are suitable candidates and ...
I'm trying to implement atmospheric scattering based on Sean O`Neil algorithm that was published in GPU Gems 2. But I have some trouble getting the shader to work. My latest attempts resulted in: ...