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Update DX12U sample readme files with DX12U logo to make it more clear these samples require DX12U hardware and drivers.
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Samples/Desktop/D3D12MeshShaders/readme.md

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This collection of projects act as an introduction to meshlets, and rendering with DirectX mesh shaders.
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### Requirements
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* GPU and driver with support for [DirectX 12 Ultimate] (https://devblogs.microsoft.com/directx/directx-12-ultimate-for-holiday-2020)
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* GPU and driver with support for [DirectX 12 Ultimate](https://devblogs.microsoft.com/directx/directx-12-ultimate-for-holiday-2020)
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<img src="../../../Assets/DirectX12Ultimate_small.png" alt="DirectX 12 Ultimate" height="200">
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### Getting Started
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* DirectX Mesh Shader spec/documentation is available at [DirectX Mesh Shader Specs](https://microsoft.github.io/DirectX-Specs/d3d/MeshShader.html) site.
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![D3D12 Dynamic LOD Preview](src/DynamicLOD/D3D12DynamicLOD.png)
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## Further resources
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* [DirectX Mesh Shader Spec](https://microsoft.github.io/DirectX-Specs/d3d/MeshShader.html)
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* [DirectXMesh Repository](https://github.com/microsoft/DirectXMesh)

Samples/Desktop/D3D12Raytracing/readme.md

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This collection of samples act as an introduction to DirectX Raytracing (DXR). The samples are divided into tutorials and advanced samples. Each tutorial sample introduces a few new DXR concepts. Advanced samples demonstrate more complex techniques and applications of raytracing.
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### Requirements
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* GPU and driver with support for [DirectX 12 Ultimate] (https://devblogs.microsoft.com/directx/directx-12-ultimate-for-holiday-2020)
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* GPU and driver with support for [DirectX 12 Ultimate](https://devblogs.microsoft.com/directx/directx-12-ultimate-for-holiday-2020)
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<img src="../../../Assets/DirectX12Ultimate_small.png" alt="DirectX 12 Ultimate" height="200">
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### Getting Started
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* DXR spec/documentation is available at [DirectX Specs site](https://microsoft.github.io/DirectX-Specs/d3d/Raytracing.html).

Samples/Desktop/D3D12VariableRateShading/readme.md

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# Direct3D 12 variable-rate shading sample
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![Variable Rate Shading GUI](src/Screenshot.PNG)
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This sample illustrates how to use variable-rate shading (VRS) to improve application performance. VRS adds the concept of subsampling, where shading can be computed at a level coarser than a pixel. For example, a group of pixels can be shaded as a single unit, and the result is then broadcast to all samples in the group. This is great for areas of the image where extra detail doesn't help&mdash;such as those behind HUD elements, transparencies, blurs (depth-of-field, motion, etc.), and optical distortions due to VR optics.
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![Variable Rate Shading GUI](src/Screenshot.PNG)
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### Requirements
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* GPU and driver with support for [DirectX 12 Ultimate] (https://devblogs.microsoft.com/directx/directx-12-ultimate-for-holiday-2020)
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* GPU and driver with support for [DirectX 12 Ultimate](https://devblogs.microsoft.com/directx/directx-12-ultimate-for-holiday-2020)
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#### Recommended scenarios to try
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Hit SPACE to stop the light animating and then use the [F1-F5] keys to toggle between presets for Shading Rates. Can you spot the visual difference between F1 and F2? Try experimenting with the various controls to find an acceptable balance between degraded-visuals and performance.
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<img src="../../../Assets/DirectX12Ultimate_small.png" alt="DirectX 12 Ultimate" height="200">
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### Controls
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## Controls
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* SPACE: Toggles light animation.
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* ALT + ENTER: Toggles between windowed and fullscreen modes.
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* [+/-]: Increments/decrements the glass refraction scale.
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* [1-7]: Selects Shading Rate for the Refraction pass.
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* SHIFT + [1-7]: Selects the Shading Rate for the Scene pass.
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* CTRL + [1-7]: Selects the Shading Rate for the Postprocess pass.
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## Recommended scenarios to try
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Hit SPACE to stop the light animating and then use the [F1-F5] keys to toggle between presets for Shading Rates. Can you spot the visual difference between F1 and F2? Try experimenting with the various controls to find an acceptable balance between degraded-visuals and performance.

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