Everyday Unity – Telegram
Everyday Unity
1.11K subscribers
157 photos
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A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting
Website: https://gamedev.center

Most used tags are:
#performance
#shader
#interview

Author: @alexmtr
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GPU-Fog-Particles: Textureless fog particles using a highly customizable shader to attenuate noise values.

The technique is the use of surface depth and camera fading. The opacity of the mesh will fade away when near rendered geometry and as the camera approaches. These values can be tweaked to give a fake volumetric effect to what are otherwise just flat / billboard particles facing the camera.
Surface depth fading in this case is commonly known as "soft particles".

https://github.com/MirzaBeig/GPU-Fog-Particles

#fog #softparticles #vfx #camerafading
Performance Testing in Unity. Step by step tutorial how to get it running

Probably you’ve heard about Performance Testing package made by Unity, but to be fair their documentation sucks and if you follow it straight your might face some issues. So I want to list the steps I did to have it running and especially how to get results from performance tests after run on a real device, because obviously we don’t want to measure performance of the game only inside the editor.

https://gamedev.center/setting-up-unity-performance-testing-package-and-performance-benchmark-reporter/

#performance #testing #benchmark
Dialog System

Hyperbolica dev tells about the dialog system based on a custom noscripting language. He even created highlighting rules for Notepad++. Could be very convenient when dialogs are written and added to the game not by a programmer. You should consider time needed to create such system and amount of time you could save by removing the need in developer to integrate text assets.

https://youtu.be/DlL_20x0QH8

#dialog #dialogsystem
Unity-Style-Guide: This article contains ideas for setting up a projects structure and naming convention for noscripts and assets in Unity

Can be used as a base for your own conventions. It also has a good quote: "Arguments over style are pointless. There should be a style guide, and you should follow it."

https://github.com/justinwasilenko/Unity-Style-Guide

#codestyle #naming #preprocessor
Channel photo updated
The Unity Shaders Bible.
Learn shaders in Unity, starting with the basics and finishing with advanced concepts. The book includes a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader Graph.
More than nine years of experience and techniques used in such noscripts like Star Wars GD, Nom Noms, and Super Studio Frozen 2, exposed in a single book.

https://learn.jettelly.com/course/unity-shader-bible/usb-chapter-1/preface/

#shader #book #shadersbible
GitHub - asc-community/HonkPerf.NET

Benchmarks show it allocates less than standard LINQ. And the author claims on habr.com that it works great in Unity. Ideally should be benchmarked there too on IL2CPP build.

https://github.com/asc-community/HonkPerf.NET

#linq #optimization #gc
You might be thinking about shader performance wrong

Another rant on how memory access is slow, but has absolutely stunning animations quality, which the author made in Unity. Not really sure if this approach is faster than doing the same in some video editor, but definitely looks awesome

https://youtu.be/7YPPFIqUN84

#gpumemory #performance