Shader tips and tricks
https://interplayoflight.wordpress.com/2022/01/22/shader-tips-and-tricks/
#shader #tips
https://interplayoflight.wordpress.com/2022/01/22/shader-tips-and-tricks/
#shader #tips
Interplay of Light
Shader tips and tricks
In this post I have collected some random shader tips and tricks for easy access. Most of them revolve around performance improvement, as one can imagine, with a slight bias towards GCN/RDNA and Di…
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Custom Hierarchy for Unity editor
Looks like can be helpful for big hierarchies, especially during a prototype phase when you can make a lot of changes in your scenes rapidly. Everyone had this issue many times when you miss the game object when reparenting manually. But carefully consider the performance. I used to have tools that looked awesome on a sample project, but significantly loaded the editor when working with big ones. I believe the stuttering editor is a lot worse than having no plugins at all.
https://www.febucci.com/2020/10/custom-hierarchy-for-unity/
#editortool #treeview
Looks like can be helpful for big hierarchies, especially during a prototype phase when you can make a lot of changes in your scenes rapidly. Everyone had this issue many times when you miss the game object when reparenting manually. But carefully consider the performance. I used to have tools that looked awesome on a sample project, but significantly loaded the editor when working with big ones. I believe the stuttering editor is a lot worse than having no plugins at all.
https://www.febucci.com/2020/10/custom-hierarchy-for-unity/
#editortool #treeview
Febucci
Custom Hierarchy for Unity
Custom Hierarchy for Unity' helps you organizinig all your gameObjects automatically, drawing icons for each Component, a 'tree view' and more.
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Behind the Pretty Frames: God of War
Research of rendering in God of War, including snow deformation and post processing. Also a good list of related videos and readings in the end if you would like to dive into it even more.
www.mamoniem.com/behind-the-pretty-frames-god-of-war/
#rendering #deformation
Research of rendering in God of War, including snow deformation and post processing. Also a good list of related videos and readings in the end if you would like to dive into it even more.
www.mamoniem.com/behind-the-pretty-frames-god-of-war/
#rendering #deformation
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NativeMemoryArray — A library that takes full advantage of the .NET 6 API to handle huge data of over 2GB
Also supports .NET Standard 2.0/2.1, so can be used in Unity
https://neuecc.medium.com/nativememoryarray-a-library-that-takes-full-advantage-of-the-net-31a2fa61b01
#native #memory #array
Also supports .NET Standard 2.0/2.1, so can be used in Unity
https://neuecc.medium.com/nativememoryarray-a-library-that-takes-full-advantage-of-the-net-31a2fa61b01
#native #memory #array
Medium
NativeMemoryArray — A library that takes full advantage of the .NET
There is one major limitation in C# when dealing with arrays, especially byte[]. The upper limit of a one-dimensional array is 0x7FFFFFC7…
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Tool that lets you design your own procedural dungeons, with only 5 objects, and it's free.
Video: https://www.reddit.com/r/Unity3D/comments/spens7/ive_made_a_tool_that_lets_you_design_your_own/
Asset store: https://assetstore.unity.com/packages/slug/213225
#pcg #procedural #generation #dungeon
Video: https://www.reddit.com/r/Unity3D/comments/spens7/ive_made_a_tool_that_lets_you_design_your_own/
Asset store: https://assetstore.unity.com/packages/slug/213225
#pcg #procedural #generation #dungeon
reddit
I've made a tool that lets you design your own procedural...
Posted in r/Unity3D by u/OscarVezz • 986 points and 42 comments
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Stencil Portal in Unity — VFX Breakdown
Portal effect using stencil buffer. A render texture can be used for similar effect, but the author claims stencil variant is faster.
https://shahriyarshahrabi.medium.com/stencil-portal-in-unity-vfx-breakdown-3dd76b60ad07
Repo: https://github.com/IRCSS/Unity-Stencil-Portal
#stencil #shader #vfx #portal
Portal effect using stencil buffer. A render texture can be used for similar effect, but the author claims stencil variant is faster.
https://shahriyarshahrabi.medium.com/stencil-portal-in-unity-vfx-breakdown-3dd76b60ad07
Repo: https://github.com/IRCSS/Unity-Stencil-Portal
#stencil #shader #vfx #portal
Medium
Stencil Portal in Unity — VFX Breakdown
A short break down of the use of several VFX tricks in my latest scene. This includes setting up a stencil portal, dealing with render…
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The safest way to use DOTS in your MonoBehaviour project
https://coffeebraingames.wordpress.com/2021/11/23/the-safest-way-to-use-dots-in-your-monobehaviour-project/
#dots #burst #jobs #jobsystem
https://coffeebraingames.wordpress.com/2021/11/23/the-safest-way-to-use-dots-in-your-monobehaviour-project/
#dots #burst #jobs #jobsystem
COFFEE BRAIN GAMES
The safest way to use DOTS in your MonoBehaviour project
Before I begin with the article, I would like to let you know I’m giving away a free game by subscribing to my mailing list. With that out of the way, let’s get it on! The problem is th…
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It begins with light: The definitive guide to the High Definition Render Pipeline
https://blog.unity.com/technology/it-begins-with-light-the-definitive-guide-to-the-high-definition-render-pipeline
#hdrp #rendering
https://blog.unity.com/technology/it-begins-with-light-the-definitive-guide-to-the-high-definition-render-pipeline
#hdrp #rendering
Unity Blog
It begins with light: The definitive guide to the High Definition Render Pipeline | Unity Blog
The High Definition Render Pipeline (HDRP) has gone through many iterations since its debut in the Unity 2018 release cycle. Now that it’s become a key feature, we want to share a new expert guide for teams and technical artists to leverage its full potential.
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Tutorial How To Make An Interactive Grass Shader In Unity
This tutorial is the step-by-step guide on how to add interactivity to the grass shader. It is the extension of the geometry grass shader tutorial by Roystan.
In this blog post I tried to show an iterative approach to getting the desired effect and I hope it will help you to start learning shaders and begin from other simple effects breaking it down in the similar way.
https://gamedev.center/tutorial-how-to-make-an-interactive-grass-shader-in-unity/
Repo: https://github.com/AlexMerzlikin/Unity-GrassShader
#shader #effect #grass
This tutorial is the step-by-step guide on how to add interactivity to the grass shader. It is the extension of the geometry grass shader tutorial by Roystan.
In this blog post I tried to show an iterative approach to getting the desired effect and I hope it will help you to start learning shaders and begin from other simple effects breaking it down in the similar way.
https://gamedev.center/tutorial-how-to-make-an-interactive-grass-shader-in-unity/
Repo: https://github.com/AlexMerzlikin/Unity-GrassShader
#shader #effect #grass
gamedev.center
Tutorial How To Make An Interactive Grass Shader In Unity
A very beginner-friendly step-by-step tutorial how to make an interactive grass shader in Unity. Learn step-by-step or download the full source code immediately
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Stencil Buffers | Ronja's tutorials
Follow-up for recent posts with stencil buffer effects, basics of working with stencil buffer.
https://www.ronja-tutorials.com/post/022-stencil-buffers/
#stencil #shader
Follow-up for recent posts with stencil buffer effects, basics of working with stencil buffer.
https://www.ronja-tutorials.com/post/022-stencil-buffers/
#stencil #shader
Ronja-Tutorials
Stencil Buffers
Summary The depth buffer helps us compare depths of objects to ensure they occlude each other properly. But theres also a part of the stencil buffer reserved for “stencil operations”. This part of the depth buffer is commonly referred to as stencil buffer.…
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Triangle.Net-for-Unity
Triangulation lib wrapper for Unity. Triangle.NET generates 2D (constrained) Delaunay triangulations and high-quality meshes of point sets or planar straight line graphs. I guess you already knew about it, if you were interested in mesh generation. If not, then if you ever stumble upon triangulation in Unity, you should know there is the lib available for doing it.
https://github.com/Nox7atra/Triangle.Net-for-Unity
#triangulation #mesh
Triangulation lib wrapper for Unity. Triangle.NET generates 2D (constrained) Delaunay triangulations and high-quality meshes of point sets or planar straight line graphs. I guess you already knew about it, if you were interested in mesh generation. If not, then if you ever stumble upon triangulation in Unity, you should know there is the lib available for doing it.
https://github.com/Nox7atra/Triangle.Net-for-Unity
#triangulation #mesh
GitHub
GitHub - Nox7atra/Triangle.Net-for-Unity
Contribute to Nox7atra/Triangle.Net-for-Unity development by creating an account on GitHub.
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Unity VFX Graph - Stylized laser beam tutorial
https://youtu.be/_SaBXY-Ejqo
#vfx #shadergraph #vfxgraph #beam #laser
https://youtu.be/_SaBXY-Ejqo
#vfx #shadergraph #vfxgraph #beam #laser
YouTube
Unity VFX Graph - Stylized Laser Beam Tutorial
In this Unity tutorial we are going to create a Stylized Beam effect with a touch electricity! We will mix Visual Effect Graph and Shader Graph with a bit of Blender and Krita in between.
Hope you guys like it!
Btw, I created and Indie Game Studio: h…
Hope you guys like it!
Btw, I created and Indie Game Studio: h…
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UI with rectangles? Don't use null as a source!
Create a 1x1 square image and add it to your sprite atlas. That way all rectangles will be drawn together with the images. You can reduce several draw calls per frame!
When using a null reference in an Image field: "None (Sprite)", Unity actually puts a UnityWhite texture in there that causes the GPU to make an additional draw call.
https://twitter.com/HetiDev/status/1493317817688629252
#ui #optimization #tips
Create a 1x1 square image and add it to your sprite atlas. That way all rectangles will be drawn together with the images. You can reduce several draw calls per frame!
When using a null reference in an Image field: "None (Sprite)", Unity actually puts a UnityWhite texture in there that causes the GPU to make an additional draw call.
https://twitter.com/HetiDev/status/1493317817688629252
#ui #optimization #tips
Twitter
Heti
#unity3d UI with rectangles? Don't use null as a source! Create a 1x1 square image and add it to your sprite atlas. That way all rectangles will be drawn together with the images. You can reduce several draw calls per frame! #unitytips #gamedev #indiedev…
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Rendering meshes in Unity without MeshRenderers
Simple example how to use DrawMesh(), DrawMeshNow(), and DrawMeshInstanced().
https://www.edraflame.com/blog/unity-graphics-drawmesh-drawmeshinstanced/
#rendering #drawmesh #instancing
Simple example how to use DrawMesh(), DrawMeshNow(), and DrawMeshInstanced().
https://www.edraflame.com/blog/unity-graphics-drawmesh-drawmeshinstanced/
#rendering #drawmesh #instancing
Edraflame
Rendering meshes in Unity without MeshRenderers | Edraflame
How to use Graphics.DrawMesh and Graphics.DrawMeshInstanced in Unity to render meshes from code without MeshRenderers
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Unity Recorder
Use the Unity Recorder package to capture and save data during Play mode. For example, you can capture gameplay or a cinematic and save it as an .mp4 file.
https://docs.unity3d.com/Packages/com.unity.recorder@2.0/manual/index.html
#video #recorder
Use the Unity Recorder package to capture and save data during Play mode. For example, you can capture gameplay or a cinematic and save it as an .mp4 file.
https://docs.unity3d.com/Packages/com.unity.recorder@2.0/manual/index.html
#video #recorder
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Feature highlight: IL2CPP runtime performance improvements in Unity 2021.2
https://blog.unity.com/technology/feature-highlight-il2cpp-runtime-performance-improvements-in-unity-20212
#il2cpp
https://blog.unity.com/technology/feature-highlight-il2cpp-runtime-performance-improvements-in-unity-20212
#il2cpp
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Trajectory prediction in Unity
Predict trajectory with Physics.Simulate. Not sure about performance if there is a lot of stuff going on, but should be absolutely fine for small simulations. Anyway in case you use Physics.Simulate a lot dont forget to always profile before optimizing. Or if you are still in a preproduction phase, make a small proof of concept with expected amount (and more for greater confidence) of operations to simulate, so you can be sure that this approach is suitable for your case.
https://www.youtube.com/watch?v=4VUmhuhkELk
Repo: https://github.com/ToughNutToCrack/TrajectoryPrediction
#simulation #physics #trajectory #prediction
Predict trajectory with Physics.Simulate. Not sure about performance if there is a lot of stuff going on, but should be absolutely fine for small simulations. Anyway in case you use Physics.Simulate a lot dont forget to always profile before optimizing. Or if you are still in a preproduction phase, make a small proof of concept with expected amount (and more for greater confidence) of operations to simulate, so you can be sure that this approach is suitable for your case.
https://www.youtube.com/watch?v=4VUmhuhkELk
Repo: https://github.com/ToughNutToCrack/TrajectoryPrediction
#simulation #physics #trajectory #prediction
YouTube
Trajectory prediction in Unity
In many games, especially in 2d puzzles, the player can see a line that represents the bullet trajectory before shooting.
This mechanics is used for example in Puzzle Bubble, Tank Wars, Peggle, and many more.
It's commonly used for power-ups or tutorial levels.…
This mechanics is used for example in Puzzle Bubble, Tank Wars, Peggle, and many more.
It's commonly used for power-ups or tutorial levels.…
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Talking to your unmanaged code efficiently from Unity using P/Invoke
How to use P/Invoke with blittable types. A type is blittable if it has the same memory representation in C# as in the target language.
https://medium.com/baracoda-engineering/talking-to-your-unmanaged-code-efficiently-from-unity-using-p-invoke-6bb26f43f428
#extern #plugins #pinvoke
How to use P/Invoke with blittable types. A type is blittable if it has the same memory representation in C# as in the target language.
https://medium.com/baracoda-engineering/talking-to-your-unmanaged-code-efficiently-from-unity-using-p-invoke-6bb26f43f428
#extern #plugins #pinvoke
Medium
Talking to your unmanaged code efficiently from Unity using P/Invoke
Sometimes Unity projects need to interface with native plugins that are written in other languages, or maybe your company has a library in…
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Unity Spline-Based Tank Tracks System Package
https://timcoster.com/2021/01/17/unity-spline-based-tank-tracks-system-package/
#tank #tracks
https://timcoster.com/2021/01/17/unity-spline-based-tank-tracks-system-package/
#tank #tracks
Coster-Graphics
Unity Spline-Based Tank Tracks System Package
Hey All!Some time ago I posted about a small spline-based tank tracks system that I’d built. Because some people asked me personally if they could download it, I decided to do some more work …
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