The definitive guide to lighting in the High Definition Render Pipeline (HDRP) is now updated with tips for taking on the latest capabilities in Unity 2021 LTS. Learn how to create high-end lighting with production-ready HDRP features – from Light Anchors to Lens Flares, and beyond
#hdrp #lighting #book
#hdrp #lighting #book
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Using culling layer masks for Virtual Cameras in Unity 2021
https://gamedevdustin.medium.com/using-culling-masks-for-virtual-cameras-in-unity-2021-6d78a0cc4ee6
#culling #virtualcamera
https://gamedevdustin.medium.com/using-culling-masks-for-virtual-cameras-in-unity-2021-6d78a0cc4ee6
#culling #virtualcamera
Medium
Using culling layer masks for Virtual Cameras in Unity 2021
In the scene shown above, we can see the result of switching from one Cinemachine virtual camera to another.
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Recent Selections
An editor window which shows recent selections both in assets and scene hierarchy and allows to quickly re-select them
https://github.com/sinedsem/unity-helpers
#editortools #selection
An editor window which shows recent selections both in assets and scene hierarchy and allows to quickly re-select them
https://github.com/sinedsem/unity-helpers
#editortools #selection
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Post-Processing-Scan
A 3D scan/sonar-like post-processing effect for Unity. Essentially a visualization of a spherical signed distance field (SDF). Supports URP now
https://github.com/MirzaBeig/Post-Processing-Scan
#scan #sonar #vfx #shader #postprocess
A 3D scan/sonar-like post-processing effect for Unity. Essentially a visualization of a spherical signed distance field (SDF). Supports URP now
https://github.com/MirzaBeig/Post-Processing-Scan
#scan #sonar #vfx #shader #postprocess
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Generating Optimized 2D Art in Unity: Procedural Generation for Stylized and Optimized 2D Foliage
https://www.gamedeveloper.com/blogs/generating-optimized-2d-art-in-unity-procedural-generation-for-stylized-and-optimized-2d-foliage
#pcg #foliage #generation
https://www.gamedeveloper.com/blogs/generating-optimized-2d-art-in-unity-procedural-generation-for-stylized-and-optimized-2d-foliage
#pcg #foliage #generation
Game Developer
Generating Optimized 2D Art in Unity: Procedural Generation for Stylized and Optimized 2D Foliage
A quick look at 2d procedural foliage generation in Unity, with a focus on achieving better aesthetics and performance optimization. A great starting point for PCG beginners.
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Not really a tutorial but a brief explanation of how a mimic effect is achieved
https://www.reddit.com/r/Unity3D/comments/varqlv/not_really_a_tutorial_but_a_brief_explanation_of/
#proceduralanimation #mimic
https://www.reddit.com/r/Unity3D/comments/varqlv/not_really_a_tutorial_but_a_brief_explanation_of/
#proceduralanimation #mimic
Reddit
From the Unity3D community on Reddit: Not really a tutorial but a brief explanation of how i achieved the mimic effect :D
Explore this post and more from the Unity3D community
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Unity Tips: Properties and the Inspector
https://dev.to/jayjeckel/unity-tips-properties-and-the-inspector-1goo
#serialization #inspector #editortips
https://dev.to/jayjeckel/unity-tips-properties-and-the-inspector-1goo
#serialization #inspector #editortips
DEV Community
Unity Tips: Properties and the Inspector
Unity is a powerful game engine, but many of its quirks make it difficult to write clean code. In...
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Watchers is a collection of handy windows and extensions that will speed up your workflow and make your life easier.
https://www.gbrosgames.com/posts/Watchers/
#editortool #watchers
https://www.gbrosgames.com/posts/Watchers/
#editortool #watchers
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Detecting performance bottlenecks with Unity Frame Timing Manager | Unity Blog
https://blog.unity.com/technology/detecting-performance-bottlenecks-with-unity-frame-timing-manager
#profiler #frametiming
https://blog.unity.com/technology/detecting-performance-bottlenecks-with-unity-frame-timing-manager
#profiler #frametiming
Unity
Detecting performance bottlenecks with Unity Frame Timing Manager
Creating a standout experience that runs smoothly on a variety of devices and platforms can be extremely challenging. That’s why we continue to refine our tools for optimization across the board, such as our improved Frame Timing Manager. Read on to discover…
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Instancing and Material Property Blocks
https://www.ronja-tutorials.com/post/048-material-property-blocks/
#instancing #shader #mpb #materialpropertyblock
https://www.ronja-tutorials.com/post/048-material-property-blocks/
#instancing #shader #mpb #materialpropertyblock
Ronja-Tutorials
Instancing and Material Property Blocks
Current State I’m going to go off a basic unlit shader in this tutorial. In all tutorials since that one we always set the properties at a “per material” basis. This allows us to do everything we ever need to do in theory, but depending on the circumstances…
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Arm Guide for Unity Developers - Optimization opportunities in Unity
A list of tips, most are pretty basic and well-known, but still you may find something new there
https://developer.arm.com/documentation/102314/0100/Overview
#optimization #tips
A list of tips, most are pretty basic and well-known, but still you may find something new there
https://developer.arm.com/documentation/102314/0100/Overview
#optimization #tips
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Adding Post Processing Profiles in Unity
Post Processing in Unity can completely change the look of your game. An author shows just one small difference they made in a scene using a few and then go over what's available and what they do.
https://medium.com/@arkantose.dc/adding-post-processing-profiles-in-unity-c1561316b913
#vfx #postprocessing
Post Processing in Unity can completely change the look of your game. An author shows just one small difference they made in a scene using a few and then go over what's available and what they do.
https://medium.com/@arkantose.dc/adding-post-processing-profiles-in-unity-c1561316b913
#vfx #postprocessing
Medium
Adding Post Processing Profiles in Unity
Post Processing in Unity can completely change the look of your game. Below I am going to show just one small difference they made in a…
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Selectively deep profile single methods in Unity's Profiler
Runtime deep profile individual methods
With selective profiler you can choose individual methods to profile from Unity Profiler. Just select a method in the Profiler window and choose Profile to automatically get more precise information.
https://github.com/needle-tools/selective-profiling
#profiling #deepprofiling
Runtime deep profile individual methods
With selective profiler you can choose individual methods to profile from Unity Profiler. Just select a method in the Profiler window and choose Profile to automatically get more precise information.
https://github.com/needle-tools/selective-profiling
#profiling #deepprofiling
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JTRP : Unity HDRP ToonShading Render Pipeline (Preview)
An example of Scriptable Render Pipeline usage
https://github.com/JasonMa0012/JasonMaToonRenderPipeline
#srp #hdrp #toonrenderpipeline #toon
An example of Scriptable Render Pipeline usage
https://github.com/JasonMa0012/JasonMaToonRenderPipeline
#srp #hdrp #toonrenderpipeline #toon
GitHub
GitHub - JasonMa0012/JasonMaToonRenderPipeline: JTRP : Unity HDRP ToonShading Render Pipeline (Preview)
JTRP : Unity HDRP ToonShading Render Pipeline (Preview) - GitHub - JasonMa0012/JasonMaToonRenderPipeline: JTRP : Unity HDRP ToonShading Render Pipeline (Preview)
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Exponentially Better Rotations – Max Slater – Computer Graphics, Programming, and Math
https://thenumbat.github.io/Exponential-Rotations/
#rotation #math #quaternion
https://thenumbat.github.io/Exponential-Rotations/
#rotation #math #quaternion
thenumb.at
Exponentially Better Rotations
If you’ve done any 3D programming, you’ve likely encountered the zoo of techniques and representations used when working with 3D rotations. Some of them are better than others, depending on the situation.
Based on CMU 15-462 course materials by Keenan Crane.…
Based on CMU 15-462 course materials by Keenan Crane.…
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Wave function collapse
One of the simplest examples of how WFC works
https://youtu.be/2SuvO4Gi7uY
#wfc #wavefunctioncollapse #pcg #generation
One of the simplest examples of how WFC works
https://youtu.be/2SuvO4Gi7uY
#wfc #wavefunctioncollapse #pcg #generation
YouTube
Superpositions, Sudoku, the Wave Function Collapse algorithm.
In this video I explore the wave function collapse algorithm, and explain how I went about implementing it using Blender and Godot.
WFC demos on itch:
https://bolddunkley.itch.io/wfc-mixed
https://bolddunkley.itch.io/wave-function-collapse
References:
…
WFC demos on itch:
https://bolddunkley.itch.io/wfc-mixed
https://bolddunkley.itch.io/wave-function-collapse
References:
…
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Post-Processing: Unity post processing pipeline and shaders
https://github.com/GarrettGunnell/Post-Processing
#shader #postprocessing
https://github.com/GarrettGunnell/Post-Processing
#shader #postprocessing
GitHub
GitHub - GarrettGunnell/Post-Processing: My Unity post processing pipeline and shaders
My Unity post processing pipeline and shaders. Contribute to GarrettGunnell/Post-Processing development by creating an account on GitHub.
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