Shader Variant Explorer lets you peek into Unity's shader compilation process to better understand the composition of shader files. Allows checking used keywords.
https://github.com/needle-tools/shader-variant-explorer
#shader #shadervariant
https://github.com/needle-tools/shader-variant-explorer
#shader #shadervariant
GitHub
GitHub - needle-tools/shader-variant-explorer: Shader Variant Explorer lets you peek into Unity's shader compilation process to…
Shader Variant Explorer lets you peek into Unity's shader compilation process to better understand the composition of shader files. - needle-tools/shader-variant-explorer
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Rhea - URP Geometry Shader Grass
Keep in mind that geometry shaders don't work on Metal though.
https://github.com/Ryan-Gee/RheaGrass
#shader #urp #grass
Keep in mind that geometry shaders don't work on Metal though.
https://github.com/Ryan-Gee/RheaGrass
#shader #urp #grass
GitHub
GitHub - Ryan-Gee/RheaGrass
Contribute to Ryan-Gee/RheaGrass development by creating an account on GitHub.
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GitHub - Cysharp/MemoryPack: Zero encoding extreme performance binary serializer for C# and Unity.
The newest serializer by the developer of UniTask and MessagePack for C#.
https://github.com/Cysharp/MemoryPack
#serializer
The newest serializer by the developer of UniTask and MessagePack for C#.
https://github.com/Cysharp/MemoryPack
#serializer
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UnityTimeRewinder: Unity time rewind solution, that is easily customizable for any project.
https://github.com/SitronX/UnityTimeRewinder
#timescale #rewind
https://github.com/SitronX/UnityTimeRewinder
#timescale #rewind
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My take on shaders: Compute shaders
A simple vertex painter sample
https://halisavakis.com/my-take-on-shaders-compute-shaders/
#computeshader
A simple vertex painter sample
https://halisavakis.com/my-take-on-shaders-compute-shaders/
#computeshader
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All the VFX breakdowns we’ve made in the past (new ones are on the way!)
https://www.reddit.com/r/Unity3D/comments/yd78np/all_the_vfx_breakdowns_weve_made_in_the_past_new/
#shader #vfx
https://www.reddit.com/r/Unity3D/comments/yd78np/all_the_vfx_breakdowns_weve_made_in_the_past_new/
#shader #vfx
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Unity HTTP Debugger
We always had a similar, but smaller solution on any project that had client-server communication, as it makes debugging a lot easier. And altering responses opens up a new way of testing and reproducing bugs. Of course there are standalone apps likes Charles for this, but a tailored editor tool is more convenient in my opinion.
https://github.com/ErnSur/Unity-Http-Debugger
#debug #http #editortool
We always had a similar, but smaller solution on any project that had client-server communication, as it makes debugging a lot easier. And altering responses opens up a new way of testing and reproducing bugs. Of course there are standalone apps likes Charles for this, but a tailored editor tool is more convenient in my opinion.
https://github.com/ErnSur/Unity-Http-Debugger
#debug #http #editortool
GitHub
GitHub - ErnSur/Unity-Http-Debugger: Http request logging tool for Unity.
Http request logging tool for Unity. Contribute to ErnSur/Unity-Http-Debugger development by creating an account on GitHub.
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Making AnimationEvent safe for the CoreCLR garbage collector
https://blog.unity.com/technology/making-animationevent-safe-for-the-coreclr-garbage-collector
#marshalling #animationevent #performance
https://blog.unity.com/technology/making-animationevent-safe-for-the-coreclr-garbage-collector
#marshalling #animationevent #performance
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GpuTrail: ComputeShader implementation trails for Unity
https://github.com/fuqunaga/GpuTrail
#computeshader #trail
https://github.com/fuqunaga/GpuTrail
#computeshader #trail
GitHub
GitHub - fuqunaga/GpuTrail: ComputeShader implementation trails for Unity
ComputeShader implementation trails for Unity. Contribute to fuqunaga/GpuTrail development by creating an account on GitHub.
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UiParticles: Unity ParticleSystem for built-in UI
Unity ParticleSystem for built-in UI.
Full compatibility with Unity UI Canvas: sorting order, masking, UI shaders etc...
Size and speed of particles are in canvas-based coordinate system
https://github.com/ken48/UnityUiParticles
#ui #particles
Unity ParticleSystem for built-in UI.
Full compatibility with Unity UI Canvas: sorting order, masking, UI shaders etc...
Size and speed of particles are in canvas-based coordinate system
https://github.com/ken48/UnityUiParticles
#ui #particles
GitHub
GitHub - ken48/UnityUiParticles: Unity ParticleSystem for built-in UI
Unity ParticleSystem for built-in UI. Contribute to ken48/UnityUiParticles development by creating an account on GitHub.
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keijiro/StickShow: GPU instancing with RenderMeshInstanced
StickShow is a Unity sample project showing how to use Graphics.RenderMeshInstanced with a custom shader graph and per-instance data.
https://github.com/keijiro/StickShow
#instancing #rendermesh
StickShow is a Unity sample project showing how to use Graphics.RenderMeshInstanced with a custom shader graph and per-instance data.
https://github.com/keijiro/StickShow
#instancing #rendermesh
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NullTale/SoCreator: Create ScriptableObject by type from Unity Editor.
Can come in quite handy when you have a lot of noscriptable objects in the project. Which can be pretty common given that configs are better to be stored in SO since it doesn't generate garbage when being loaded. And SO loading is faster as it's a memcpy call under the hood.
https://github.com/NullTale/SoCreator
Info about SO is taken from a great talk at Unite
#noscriptableobject #editortool
Can come in quite handy when you have a lot of noscriptable objects in the project. Which can be pretty common given that configs are better to be stored in SO since it doesn't generate garbage when being loaded. And SO loading is faster as it's a memcpy call under the hood.
https://github.com/NullTale/SoCreator
Info about SO is taken from a great talk at Unite
#noscriptableobject #editortool
GitHub
GitHub - NullTale/SoCreator: ⚙ Tool for convenient ScriptableObject's creation
⚙ Tool for convenient ScriptableObject's creation. Contribute to NullTale/SoCreator development by creating an account on GitHub.
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UnityTexelShaders: URP Texel Lighting
The aim of this project is to make late-1990-early-2000 game graphics, but with all-new look. Think of it as of half-life 1 software renderer with pixelated PBR.
https://github.com/keeborgue/UnityTexelShaders
More info on the effect: https://forum.unity.com/threads/the-quest-for-efficient-per-texel-lighting.529948/
#texelspaceshading #shader #urp
The aim of this project is to make late-1990-early-2000 game graphics, but with all-new look. Think of it as of half-life 1 software renderer with pixelated PBR.
https://github.com/keeborgue/UnityTexelShaders
More info on the effect: https://forum.unity.com/threads/the-quest-for-efficient-per-texel-lighting.529948/
#texelspaceshading #shader #urp
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Dual Blur and Its Implementation in Unity
An algorithm claimed to have a lot less texture reads and writes compared to other methods.
https://medium.com/@uwa4d/dual-blur-and-its-implementation-in-unity-c2cd77c90771
#blur #posteffect
An algorithm claimed to have a lot less texture reads and writes compared to other methods.
https://medium.com/@uwa4d/dual-blur-and-its-implementation-in-unity-c2cd77c90771
#blur #posteffect
Medium
Dual Blur and Its Implementation in Unity
Dual Blur (Dual Filter Blur) is an improved algorithm based on Kawase Blur. This algorithm uses Down-Sampling to reduce the image and…
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Batching SkinnedMeshRenderer - 1000 Zombies over 60 FPS
https://m.youtube.com/watch?v=_GGVlzAcWgA
#instancing #skinnedmesh #animation
https://m.youtube.com/watch?v=_GGVlzAcWgA
#instancing #skinnedmesh #animation
YouTube
Batching SkinnedMeshRenderer - 1000 Zombies over 60 FPS
In this video, we use Animation Instancing to batch 1000 skinned meshes and achieve over 60 FPS.
# Twitter:
https://twitter.com/ShahinRostami
# Animation Instancing GitHub
https://github.com/Unity-Technologies/Animation-Instancing
# Animation Instancing…
# Twitter:
https://twitter.com/ShahinRostami
# Animation Instancing GitHub
https://github.com/Unity-Technologies/Animation-Instancing
# Animation Instancing…
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Official - Lightmapping Troubleshooting Guide
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
#lightmap
https://forum.unity.com/threads/lightmapping-troubleshooting-guide.1340936/
#lightmap
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Generic types are for arguments, specific types are for return values
https://enterprisecraftsmanship.com/posts/generic-types-arguments-specific-types-return-values/
#cleancode #abstraction
https://enterprisecraftsmanship.com/posts/generic-types-arguments-specific-types-return-values/
#cleancode #abstraction
Enterprise Craftsmanship
Generic types are for arguments, specific types are for return values
Today, we’ll discuss the following guideline: you should use the most generic types possible for arguments and the most specific types possible for return values.
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Shader Tutorial: Enter The Matrix
How to rotate uv in a shader
https://www.patreon.com/posts/shader-tutorial-73605548
#shader #uv #rotation
How to rotate uv in a shader
https://www.patreon.com/posts/shader-tutorial-73605548
#shader #uv #rotation
Patreon
Patreon is empowering a new generation of creators.
Support and engage with artists and creators as they live out their passions!
Support and engage with artists and creators as they live out their passions!
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Top 10 Dotnet Exception Anti-Patterns in C#
- Exceptions should be reserved for the truly exceptional
- Exceptions should include all information needed to react to them
- Exceptions should only be caught where they can be appropriately responded to
- Do not catch Exception or force others to catch it by throwing Exception
- Exceptions add to your cognitive workload as a developer and slow down your application and should be avoided when possible
https://newdevsguide.com/2022/11/06/exception-anti-patterns-in-csharp/
#exception #errorhandling
- Exceptions should be reserved for the truly exceptional
- Exceptions should include all information needed to react to them
- Exceptions should only be caught where they can be appropriately responded to
- Do not catch Exception or force others to catch it by throwing Exception
- Exceptions add to your cognitive workload as a developer and slow down your application and should be avoided when possible
https://newdevsguide.com/2022/11/06/exception-anti-patterns-in-csharp/
#exception #errorhandling
The New Dev's Guide
Top 10 Dotnet Exception Anti-Patterns in C#
In this article we'll explore the top 10 mistakes I see new and seasoned developers make with exception management in dotnet source code. These principles should be valid for all dotnet languages, but examples will be provided in C#.
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Don't do that: What to avoid when soft launching a game
TL;DR: have a sound strategy and plan for metrics to test and what features affect which metrics
https://www.gamesindustry.biz/dont-do-that-what-to-avoid-when-soft-launching-a-game
#marketing #softlaunch
TL;DR: have a sound strategy and plan for metrics to test and what features affect which metrics
https://www.gamesindustry.biz/dont-do-that-what-to-avoid-when-soft-launching-a-game
#marketing #softlaunch
GamesIndustry.biz
Don't do that: What to avoid when soft launching a game
If you're reading this article, it's highly likely you know what a soft launch is and why we need it. So instead of foc…
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