checkCIF for crystal structures of UPF-1_293K.ĭata file S14. checkCIF for crystal structures of UPF-1_273K.ĭata file S13. checkCIF for crystal structures of UPF-1_253K.ĭata file S12. checkCIF for crystal structures of UPF-1_233K.ĭata file S11. checkCIF for crystal structures of UPF-1_213K.ĭata file S10. checkCIF for crystal structures of UPF-1_193K.ĭata file S9. Crystallographic data for UPF-1_313K.ĭata file S8. Crystallographic data for UPF-1_293K.ĭata file S7. Crystallographic data for UPF-1_273K.ĭata file S6. Crystallographic data for UPF-1_253K.ĭata file S5. Crystallographic data for UPF-1_233K.ĭata file S4. Crystallographic data for UPF-1_213K.ĭata file S3. Crystallographic data for UPF-1_193K.ĭata file S2. Poisson’s ratio of a variety of materials.ĭata file S1. Stiffness tensor components ( C ij’s) of UPF-1 in GPa. Optimized lattice parameters L y ( L y *) and bond angles Zn─O─Zn projected on the xy plane with respect to strained L x’s. The values of d 1, d 2 and volume of cuboid depending on temperature. Thermal expansion coefficient of reported solid-state structures. Thermal expansion coefficients from the a and c parameters and cell volume of PXRD. Thermal expansion coefficients from the a and c parameters and cell volume of SCXRD. Temperature-dependent cell parameters (Å) and unit cell volume (Å 3) data from synchrotron PXRD. Energy as a function of deformations D i’s. Calculated ( x, y) coordinates from 0° to 90°, derived from equation.įig. Schematic illustration of the corotating model.įig. Calculated θ values from temperature-dependent PXRD data of UPF-1.įig. Schematic representation in a corotating model.įig. Thermal expansion coefficients of UPF-1.įig. Perspective view of the (002) and (220) planes in UPF-1.įig. Simulated and experimental PXRD patterns of UPF-1 from 100 to 313 K.įig. 1H NMR data for trace of solvent content in the UPF-1.įig. Thermogravimetric analysis data for UPF-1.įig. Packing of rhombicuboctahedron and cuboid of UPF-1.įig. Coordination environment of Zn 2+ ion of new SBU. Characterization of BPY as a pillar in UPF-1.įig. Patch.vertex * barycentricCoordinates.x + patch.vertex * barycentricCoordinates.Supplementary material for this article is available at The X, Y, and Z coordinates determine the weights of the first, second, and third control points. To find the position of this vertex, we have to interpolate across the original triangle domain, using the barycentric coordinates. įloat3 barycentricCoordinates : SV_DomainLocation Inside the function, we have to generate the final vertex data. OutputPatch patch, float3 barycentricCoordinates : SV_DomainLocation They have the SV_DomainLocation semantic. To make this possible, the domain function is invoked once per vertex and is provided the barycentric coordinates for it. It's up to the domain shader to use those coordinates to derive the final vertices. Instead, it comes up with barycentric coordinates for those vertices. While the tessellation stage determines how the patch should be subdivided, it doesn't generated any new vertices. TessellationFactors factors, OutputPatch patch The domain program is fed the tessellation factors that were used, as well as the original patch, which is of type OutputPatch in this case. We signal this again via the UNITY_domain attribute. Shader "Custom/Tessellation" īoth the hull and domain shader act on the same domain, which is a triangle. Duplicate that shader, rename it to Tessellation Shader and adjust its menu name. To clearly see that triangles get subdivided, we'll make use of the Flat Wireframe Shader. Let's put the code that we'll need in its own file, MyTessellation.cginc, with its own include guard. The first step is to create a shader that has tessellation enabled. We're going to need a hull program and domain program. But it's not as simple as adding just one other program to our shader. This stage sits in between the vertex and the fragment shader stages. We cannot control that, but there's also a tessellation stage that we are allowed to configure. It does this for various reasons, for example when part of a triangle ends up clipped. The GPU is capable of splitting up triangles fed to it for rendering. This makes it possible to add more details to geometry, though in this tutorial we'll focus on the tessellation process itself. In our case, we're going to subdivide triangles so we end up with smaller triangles that cover the same space. Tessellation is the art of cutting things into smaller parts. If you don't have enough triangles, make some more. This tutorial is made with Unity 2017.1.0. It uses the Flat and Wireframe Shading tutorial as a basis. This tutorial covers how to add support for tessellation to a custom shader.
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