GPU Mesh Voxelizer Part 5: Filling the inner voxels – Bronson Zgeb
Using Möller-Trumbore algorithm.
https://bronsonzgeb.com/index.php/2021/06/19/gpu-mesh-voxelizer-part-5/
Repo: https://github.com/bzgeb/UnityGPUMeshVoxelizerPart5
#voxelizer #voxel
Using Möller-Trumbore algorithm.
https://bronsonzgeb.com/index.php/2021/06/19/gpu-mesh-voxelizer-part-5/
Repo: https://github.com/bzgeb/UnityGPUMeshVoxelizerPart5
#voxelizer #voxel
GitHub
GitHub - bzgeb/UnityGPUMeshVoxelizerPart5: Part 5 of a GPU-based Mesh Voxelizer for Unity using Compute Shaders
Part 5 of a GPU-based Mesh Voxelizer for Unity using Compute Shaders - GitHub - bzgeb/UnityGPUMeshVoxelizerPart5: Part 5 of a GPU-based Mesh Voxelizer for Unity using Compute Shaders
Gamasutra: Jason Bakker's Blog - Using ink and Unity's Timeline to make Wayward Strand
Ink is a narrative tool and the article tells how to integrate it into Timeline
https://www.gamasutra.com/blogs/JasonBakker/20210607/382779/Using_ink_and_Unitys_Timeline_to_make_Wayward_Strand.php
#ink #narrative
Ink is a narrative tool and the article tells how to integrate it into Timeline
https://www.gamasutra.com/blogs/JasonBakker/20210607/382779/Using_ink_and_Unitys_Timeline_to_make_Wayward_Strand.php
#ink #narrative
GAMASUTRA
Using ink and Unity's Timeline to make Wayward Strand
The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community. The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company. It’s been a little while since my last dev-related article.…
GPU Optimization for GameDev · GitHub
An extensive list of GPU optimization talks, articles, and videos.
https://gist.github.com/silvesthu/505cf0cbf284bb4b971f6834b8fec93d
#gpu #optimization #pipeline
An extensive list of GPU optimization talks, articles, and videos.
https://gist.github.com/silvesthu/505cf0cbf284bb4b971f6834b8fec93d
#gpu #optimization #pipeline
Gist
GPU Optimization for GameDev
GPU Optimization for GameDev. GitHub Gist: instantly share code, notes, and snippets.
Improved wireframe shader with the source code
https://www.patreon.com/posts/50446220
#wireframe #shader #stylized
https://www.patreon.com/posts/50446220
#wireframe #shader #stylized
Everyday Unity
Optimize your mobile game performance: Tips on profiling, memory, and code architecture from Unity’s top engineers | Unity Blog https://blog.unity.com/technology/optimize-your-mobile-game-performance-tips-on-profiling-memory-and-code-architecture #performance…
Unity_eBook_OptimizeYourMobileGa.pdf
8.8 MB
Forward Decals Prototype (Built-in Renderer) | Minions Art on Patreon
Source code for decals in the forward rendering
https://www.patreon.com/posts/forward-decals-49100194
#decals #forward #rendering
Source code for decals in the forward rendering
https://www.patreon.com/posts/forward-decals-49100194
#decals #forward #rendering
GitHub - ReactUnity/core: React renderer for building user interfaces in Unity UI
https://github.com/ReactUnity/core
#ui #react
https://github.com/ReactUnity/core
#ui #react
GitHub
GitHub - ReactUnity/core: React and HTML framework for Unity UI & UIToolkit
React and HTML framework for Unity UI & UIToolkit. Contribute to ReactUnity/core development by creating an account on GitHub.
Particle Metaballs in Unity using URP and Shader Graph Part 1 – Bronson Zgeb
Metaballs are objects that merge when they connect and splashes when apart.
https://bronsonzgeb.com/index.php/2021/02/27/particle-metaballs-in-unity-using-urp-and-shader-graph-part-1/
Repo: https://github.com/bzgeb/UnityURPMetaballParticlesPart1
#metaballs
Metaballs are objects that merge when they connect and splashes when apart.
https://bronsonzgeb.com/index.php/2021/02/27/particle-metaballs-in-unity-using-urp-and-shader-graph-part-1/
Repo: https://github.com/bzgeb/UnityURPMetaballParticlesPart1
#metaballs
GitHub
GitHub - bzgeb/UnityURPMetaballParticlesPart1: Part 1 of a series explaining how to make Metaball particles in Unity using URP…
Part 1 of a series explaining how to make Metaball particles in Unity using URP and Shader Graph. - GitHub - bzgeb/UnityURPMetaballParticlesPart1: Part 1 of a series explaining how to make Metaball...
Поговорим о шейдерах, их проектировании и Unity
Half article, half references list on how to design a shader
https://m.habr.com/en/post/564892/
#shader
Half article, half references list on how to design a shader
https://m.habr.com/en/post/564892/
#shader
Habr
Поговорим о шейдерах, их проектировании и Unity
Всем привет. Меня зовут Дядиченко Григорий, я CTO Foxsys, а ещё я люблю рендер. Хочется поговорить сегодня о том, как проектируются шейдеры, как идёт процесс их разработки и на что обращается...
Gain +10 Debugging for Unity with Visual Studio | Visual Studio Blog
https://devblogs.microsoft.com/visualstudio/gain-10-debugging-for-unity-with-visual-studio/
#debug
https://devblogs.microsoft.com/visualstudio/gain-10-debugging-for-unity-with-visual-studio/
#debug
Microsoft News
Gain +10 Debugging for Unity with Visual Studio
If you’re like me, you’ve probably searched through Debug.Log messages in the Unity console to find or fix a bug. Have you also asked if there was a better way? Follow along with our new video series and by the end we think you’ll be surprised at how a few…
Texture Compression
A very short article with denoscription of basic settings in the texture compression window. Details about different compression formats are hidden behind the paywall.
https://thegamedev.guru/unity-gpu-performance/texture-compression-and-formats/
#texture #compression
A very short article with denoscription of basic settings in the texture compression window. Details about different compression formats are hidden behind the paywall.
https://thegamedev.guru/unity-gpu-performance/texture-compression-and-formats/
#texture #compression
TheGamedev.Guru
Start Profiting From Texture Compression in Unity
In this blog post, you'll learn what texture compression is, why it is important for your project and how to apply it to improve your GPU and memory performance.
GitHub - PavelDoGreat/Super-Blur: Screen and UI gaussian blur for Unity
SuperBlur - (recommended way) It's using OnRenderImage to grab screen texture.
SuperBlurFast - Render scene directly to render texture. Much better perfomance on mobile devices, but doesn't work with other post effects.
https://github.com/PavelDoGreat/Super-Blur
#blur #posteffect
SuperBlur - (recommended way) It's using OnRenderImage to grab screen texture.
SuperBlurFast - Render scene directly to render texture. Much better perfomance on mobile devices, but doesn't work with other post effects.
https://github.com/PavelDoGreat/Super-Blur
#blur #posteffect
GitHub
GitHub - PavelDoGreat/Super-Blur: Screen and UI gaussian blur for Unity
Screen and UI gaussian blur for Unity. Contribute to PavelDoGreat/Super-Blur development by creating an account on GitHub.
Материалы в Unity: Акрил
https://m.habr.com/en/post/565662/
Repo: https://github.com/Nox7atra/UMOM
#shader #acryl
https://m.habr.com/en/post/565662/
Repo: https://github.com/Nox7atra/UMOM
#shader #acryl
Habr
Материалы в Unity: Акрил
Всем привет! Меня зовут Григорий Дядиченко, я СТО Foxsys, и я всё ещё люблю графику. В прошлый раз я рассказывал, что неплохим упражнением является сборка различных базовых материалов для...
Менеджер качества, или как не спалить лоу-энд девайсы ультра-графикой
https://m.habr.com/en/company/pixonic/blog/565400/
#settings #quality
https://m.habr.com/en/company/pixonic/blog/565400/
#settings #quality
Habr
Менеджер качества, или как не спалить лоу-энд девайсы ультра-графикой
Всем привет, сегодня мы расскажем о том, как мы делим качества и какие инструменты для этого используем в проекте War Robots. Релиз War Robots состоялся еще в 2014 году, и за 7 лет существования...
Animated this traffic light system with only the two keyframes offsetting the UV data in a mapping node :D Each light gets its own column in the control texture, which feeds the strength of an emission material. The countdown was overkill but I had to
https://mobile.twitter.com/Mrdodobird/status/1411439339750379522
#texture #animation
https://mobile.twitter.com/Mrdodobird/status/1411439339750379522
#texture #animation
Twitter
Ian Hubert
Animated this traffic light system with only the two keyframes offsetting the UV data in a mapping node :D Each light gets its own column in the control texture, which feeds the strength of an emission material. The countdown was overkill but I had to. #blender