Asynchronous Image Loader for Unity
ImageConversion.LoadImage and Texture2D.LoadImage are slow when loading large images (greater than 2K) at runtime.
This package aims to offload image loading, image decoding and mipmap generation to other threads. It creates smoother gameplay and reduces lag spike on the Unity main thread when loading large images.
https://github.com/Looooong/UnityAsyncImageLoader
#imageloader #asyncloader #loadimage
ImageConversion.LoadImage and Texture2D.LoadImage are slow when loading large images (greater than 2K) at runtime.
This package aims to offload image loading, image decoding and mipmap generation to other threads. It creates smoother gameplay and reduces lag spike on the Unity main thread when loading large images.
https://github.com/Looooong/UnityAsyncImageLoader
#imageloader #asyncloader #loadimage
GitHub
GitHub - Looooong/UnityAsyncImageLoader: Asynchronous Image Loader for Unity
Asynchronous Image Loader for Unity. Contribute to Looooong/UnityAsyncImageLoader development by creating an account on GitHub.
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How to make the fastest .NET Serializer with .NET 7 / C# 11, case of MemoryPack
A new C#-specific serializer that performs much faster than other serializers and is compatible with Unity
https://neuecc.medium.com/how-to-make-the-fastest-net-serializer-with-net-7-c-11-case-of-memorypack-ad28c0366516
Repo: https://github.com/Cysharp/MemoryPack
#serializer
A new C#-specific serializer that performs much faster than other serializers and is compatible with Unity
https://neuecc.medium.com/how-to-make-the-fastest-net-serializer-with-net-7-c-11-case-of-memorypack-ad28c0366516
Repo: https://github.com/Cysharp/MemoryPack
#serializer
Medium
How to make the fastest .NET Serializer with .NET 7 / C# 11, case of MemoryPack
I have released a new serializer called MemoryPack, a new C#-specific serializer that performs much faster than other serializers.
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Unity WebGL Optimizer
This package helps to optimize your game by reducing the build size and increasing the performance
https://github.com/CrazyGamesCom/unity-optimizations-package
#buildsize #optimization
This package helps to optimize your game by reducing the build size and increasing the performance
https://github.com/CrazyGamesCom/unity-optimizations-package
#buildsize #optimization
GitHub
GitHub - CrazyGamesCom/unity-optimizations-package
Contribute to CrazyGamesCom/unity-optimizations-package development by creating an account on GitHub.
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Accelerating player builds with an incremental build pipeline
Faster builds and better build profiling tools available for:
Desktop standalone players, WebGL, Android (2021.2)
iOS/tvOS, all Xbox platforms (2022.1)
All remaining platforms (2022.2)
https://blog.unity.com/technology/accelerating-player-builds-with-incremental-build-pipeline
#build #optimization
Faster builds and better build profiling tools available for:
Desktop standalone players, WebGL, Android (2021.2)
iOS/tvOS, all Xbox platforms (2022.1)
All remaining platforms (2022.2)
https://blog.unity.com/technology/accelerating-player-builds-with-incremental-build-pipeline
#build #optimization
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Optimizing an Open World
https://danieldickinson.org/sons-of-ryke/optimizing-an-open-world-1
#optimization #batching
https://danieldickinson.org/sons-of-ryke/optimizing-an-open-world-1
#optimization #batching
Daniel Dickinson
Optimizing an Open World — Daniel Dickinson
Methods, tips & tricks to render massive open worlds efficiently. This will change depending on the world you’re making, but here’s how I approached it in Sons of Ryke.
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Custom render passes in Unity
This example pass simply blurs the screen using a 2-pass box blur shader and can be used as a template for your own passes
https://alexanderameye.github.io/notes/noscriptable-render-passes/
#renderpass #urp #blur
This example pass simply blurs the screen using a 2-pass box blur shader and can be used as a template for your own passes
https://alexanderameye.github.io/notes/noscriptable-render-passes/
#renderpass #urp #blur
alexanderameye.github.io
Custom render passes in Unity
Writing custom render passes in Unity URP.
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Unity-Procedural-Animation: Procedural animation example in Unity
https://github.com/Sopiro/Unity-Procedural-Animation
#pcg #procedural #ik #proceduralanimation
https://github.com/Sopiro/Unity-Procedural-Animation
#pcg #procedural #ik #proceduralanimation
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Fake Liquid Shader Graph (URP)
https://www.patreon.com/posts/fake-liquid-urp-75665057
#liquid #shadergraph #urp
https://www.patreon.com/posts/fake-liquid-urp-75665057
#liquid #shadergraph #urp
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AmplifyOcclusion-URP: Amplify Occlusion V2 ported to URP 2022.2
https://github.com/neon-age/AmplifyOcclusion-URP
#occlusion
https://github.com/neon-age/AmplifyOcclusion-URP
#occlusion
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DeepSnowFootprint: A unity shader solution to generate footprint on thick snow surfaces.
https://github.com/ZGeng/DeepSnowFootprint
#snow #shader #footprint
https://github.com/ZGeng/DeepSnowFootprint
#snow #shader #footprint
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Unity-Baked-Volumetrics: A work in progress graphics solution for completely baked volumetric lighting, meant to be very lightweight and inexpensive
https://github.com/frostbone25/Unity-Baked-Volumetrics
#volumetric
https://github.com/frostbone25/Unity-Baked-Volumetrics
#volumetric
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Deform: A fully-featured deformer system for Unity.
Deform is multi-threaded with the Job System, compiled with Burst and calculations are done using the Mathematics library.
https://github.com/keenanwoodall/Deform
#deformation #jobs #burst
Deform is multi-threaded with the Job System, compiled with Burst and calculations are done using the Mathematics library.
https://github.com/keenanwoodall/Deform
#deformation #jobs #burst
GitHub
GitHub - keenanwoodall/Deform: A fully-featured deformer system for Unity that lets you stack effects to animate models in real…
A fully-featured deformer system for Unity that lets you stack effects to animate models in real-time - keenanwoodall/Deform
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Optimizing Unity Projects by Removing Additional Cameras
The issue here is not the time it takes to render the actual geometry, but rather the overhead incurred when switching between multiple cameras. Luckily, most cameras can be removed by replacing them with custom render passes.
https://agentlien.github.io/cameras/
#camera #optimization #renderpass
The issue here is not the time it takes to render the actual geometry, but rather the overhead incurred when switching between multiple cameras. Luckily, most cameras can be removed by replacing them with custom render passes.
https://agentlien.github.io/cameras/
#camera #optimization #renderpass
agentlien.github.io
Avoiding CPU Overhead in Unity by Replacing Cameras with Renderer Features
Replacing additional Unity cameras with custom render passes in Wavetale.
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medium-addressables-chunk-system: How to make a chunk system in Unity using addressables
https://github.com/Anthelmed/medium-addressables-chunk-system
#worldstreaming #addressables
https://github.com/Anthelmed/medium-addressables-chunk-system
#worldstreaming #addressables
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Anaglyph 3D (red/cyan) render feature for Unity's URP
Another sample on how to use a custom render feature in URP
https://github.com/ryanslikesocool/Anaglyph3D
#renderfeature #urp
Another sample on how to use a custom render feature in URP
https://github.com/ryanslikesocool/Anaglyph3D
#renderfeature #urp
GitHub
GitHub - ryanslikesocool/Anaglyph3D: Anaglyph 3D (red/cyan) render feature for Unity's URP
Anaglyph 3D (red/cyan) render feature for Unity's URP - ryanslikesocool/Anaglyph3D
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PrimoToon
Shader for Unity (Built-in Rendering Pipeline) attempting to replicate the shading of Genshin Impact developed by miHoYo. This is for datamined assets, not custom-made ones nor the MMD variants.
https://github.com/festivize/PrimoToon
#urp #shader #toon #shading #builtin
Shader for Unity (Built-in Rendering Pipeline) attempting to replicate the shading of Genshin Impact developed by miHoYo. This is for datamined assets, not custom-made ones nor the MMD variants.
https://github.com/festivize/PrimoToon
#urp #shader #toon #shading #builtin
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OToon - URP Toon Shading | VFX Shaders
https://assetstore.unity.com/packages/vfx/shaders/otoon-urp-toon-shading-216102
#toon #shader #vfx #urp
https://assetstore.unity.com/packages/vfx/shaders/otoon-urp-toon-shading-216102
#toon #shader #vfx #urp
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Unity pixelated rendering in URP using custom renderer features
https://youtu.be/-8xlPP4qgVo
Repo: https://github.com/whateep/unity-simple-URP-pixelation
#renderfeature #urp #pixelated
https://youtu.be/-8xlPP4qgVo
Repo: https://github.com/whateep/unity-simple-URP-pixelation
#renderfeature #urp #pixelated
YouTube
Unity PIXELATED RENDERING in URP Using Custom Renderer Features (Code Walkthrough)
Today I'm walking you through my new pixelated rendering code. I opted for this new approach to solve a couple issues I had with the old one.
This is NOT a tutorial: I've got plenty to learn about this subject and I don't feel qualified to talk about it…
This is NOT a tutorial: I've got plenty to learn about this subject and I don't feel qualified to talk about it…
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PipeMeshBuilder: Package for Unity which allows to contruct meshes in an adjustable shape of pipe and generate LOD
https://github.com/paSushkov/PipeMeshBuilder
#pcg #generation #pipe
https://github.com/paSushkov/PipeMeshBuilder
#pcg #generation #pipe
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Portal Rendering with Offscreen Render Targets
https://pr0g.github.io/mathematics/portal/rendering/2019/04/21/portal-rendering-offscreen-render-targets.html
Repo: https://github.com/pr0g/unity-portal-rendering
#portal
https://pr0g.github.io/mathematics/portal/rendering/2019/04/21/portal-rendering-offscreen-render-targets.html
Repo: https://github.com/pr0g/unity-portal-rendering
#portal
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