{"categories":["DirectX"],"url":"https://blog.ahiru.co.jp/entry/2026/01/16/070000","image_url":null,"provider_name":"Hatena Blog","title":"\u30e1\u30c3\u30b7\u30e5\u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u30cf\u30a4\u30d6\u30ea\u30c3\u30c9\u5b9f\u88c5\u2461","version":"1.0","type":"rich","html":"<iframe src=\"https://hatenablog-parts.com/embed?url=https%3A%2F%2Fblog.ahiru.co.jp%2Fentry%2F2026%2F01%2F16%2F070000\" title=\"\u30e1\u30c3\u30b7\u30e5\u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u30cf\u30a4\u30d6\u30ea\u30c3\u30c9\u5b9f\u88c5\u2461 - \u30a2\u30d2\u30eb\u306e\u3042\u308b\u65e5\" class=\"embed-card embed-blogcard\" scrolling=\"no\" frameborder=\"0\" style=\"display: block; width: 100%; height: 190px; max-width: 500px; margin: 10px 0px;\"></iframe>","blog_url":"https://blog.ahiru.co.jp/","provider_url":"https://hatena.blog","blog_title":"\u30a2\u30d2\u30eb\u306e\u3042\u308b\u65e5","author_name":"minikui_ahiru","height":"190","width":"100%","author_url":"https://blog.hatena.ne.jp/minikui_ahiru/","published":"2026-01-16 07:00:00","description":"\u3053\u3093\u306b\u3061\u306f\u3001\u307f\u306b\u304f\u3044\u793e\u9577\u3067\u3059\u3002 \u524d\u56de\u306e\u7d9a\u304d\u3067\u30e1\u30c3\u30b7\u30e5\u30b7\u30a7\u30fc\u30c0\u30fc\u306e\u30cf\u30a4\u30d6\u30ea\u30c3\u30c9\u5b9f\u88c5\u3092\u89e3\u8aac\u3057\u307e\u3059\u3002 \u2461MS\u3067\u30e1\u30c3\u30b7\u30e5\u30ec\u30c3\u30c8\u3092\u63cf\u753b\u3059\u308b \u524d\u56de\u306f\u30e1\u30c3\u30b7\u30e5\u30ec\u30c3\u30c8\u306e\u63cf\u753b\u306e\u6e96\u5099\u306e\u70ba\u306b\u30e1\u30c3\u30b7\u30e5\u30ec\u30c3\u30c8\u5206\u5272\u3092\u3059\u308b\u65b9\u6cd5\u3092\u7d39\u4ecb\u3057\u307e\u3057\u305f\u3002\u4eca\u56de\u306f\u30e1\u30c3\u30b7\u30e5\u30ec\u30c3\u30c8\u306e\u63cf\u753b\u3092\u3084\u308a\u307e\u3059\u3002 \u30e1\u30c3\u30b7\u30e5\u30ec\u30c3\u30c8\u3092\u63cf\u753b\u3059\u308b\u3060\u3051\u3067\u3042\u308c\u3070\u3001AmplificationShader\u306f\u4e0d\u8981\u306a\u306e\u3067MeshShader\u3060\u3051\u3092\u7528\u610f\u3057\u307e\u3059\u3002 struct Meshlet { uint _vertexOffset; uint _triangleOffset; uint _vertexCount; uint _triangleCount; float3 _bou\u2026"}