Unity Advanced
Computer Graphics
Week 03 (Final)
GameUIT - March 2017 - Tri.TMT
Contact: Fb: bit.ly/fb_tri , Linkedin: bit.ly/linkedin_tri
Source code : GitHub
Render Pipeline
Z-buffering
Z-buffering, also known as depth buffering, is a technique in computer graphics
programming that is used to determine whether an object (or part of an object) is
visible in a scene. It can be implemented either in hardware or software, and is
used to increase rendering efficiency.
Z-Fighting
Z-Fighting
This problem is usually caused by limited sub-pixel precision and floating point
and fixed point round-off errors.
ZWrite
ZTest
ZTest
Rendering Order - Queue tag
Rendering Order - Queue tag
Rendering Order - Queue tag
Rendering Order - Queue tag
BlendMode
BlendMode : Syntax
BlendMode : Variables
Blend Factors
Shader : Sprite
Shader : Additive
Image Effects
Image Effects
RenderTexture
Q&A
Thanks for watching

Unity advanced computer graphics week 03