Everyday Unity – Telegram
Everyday Unity
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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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water-shader-unity: Simulation of water in Unity

Realistic water was achieved by implementing selected water effects:
- Reflection
- Refraction
- Caustics
- Waves
- Flow
- Underwater fog

https://github.com/leonjovanovic/water-shader-unity

#water #shader
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TextureMerge: Software to merge (or pack) textures into image channels, producing one image with up to four textures.

The tool to prepare assets for a very common optimization technique where you pack up to 4 grey scale textures into one by using different channels to save memory.

https://github.com/Fidifis/TextureMerge

#texturepacker #optimization #memory
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Unity Threading; Provides helper APIs for multithreading in Unity.

Provides:
- Simple Threading
- Async Threading: helper methods to access to the Unity main thread or background threads using an async/await style
- Unity Coroutines: helper methods to reduce allocations in Unity coroutines.
- New Coroutines: a reimplementation of Unity coroutines that returns a value type instead to avoid allocations.
- Unity Jobs: helper methods to execute jobs in the Unity Job system.


https://github.com/Enderlook/Unity-Threading

#async #thread
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UnityURP-MobileDrawMeshInstancedIndirectExample

A simplified sample that demonstrates DrawMeshInstancedIndirect API on mobile platforms. Only contains a simple CPU frustum culling (not even a quadtree) -> minimum compute GPU frustum culling (no Acceleration Algorithms), then just 1 DrawMeshInstancedIndirect call.
It also contains a RendererFeature(GrassBendingRTPrePass.cs) to render an offscreen RT(R8), which renders top-down view grass bending area (by trail renderer following moving objects)

https://github.com/ColinLeung-NiloCat/UnityURP-MobileDrawMeshInstancedIndirectExample

#drawmesh #instancing #grass #shader #compute
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BurstCollections: Burst friendly (special) native collections for Unity

Contains:
Native2dTree
NativeAccumulatedProduct{T, Op}
NativeArray2d{T}
NativeBoundingVolumeTree{T}
NativeIndexedArray{Id, T}
NativeIndexedList{Id, T}
NativePointQuadtree
NativeStack{T}
NativeStackedLists{T}

In the repo there are use cases when these collections can be used to solve particular tasks.

https://github.com/andywiecko/BurstCollections

#burst #native #jobsystem
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Improving and expanding use cases: Physics changes in Unity 2022.2

New physics features to squeeze more performance:
- Batches physics queries
- A lot faster OnContact callbacks

https://blog.unity.com/technology/physics-changes-in-unity-2022-2

#physics
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URP-Custom-Post-Processing: A framework that intends to quickly extend volume post-processing in Unity URP. And some experimental custom post-processing implementation.

Can be used as a sample of ScriptableRendererFeature usage

https://github.com/SleeplessOwl0102/URP-Custom-Post-Processing

#postprocessing #urp #rendererfeature
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Wind Waker Style Stencil Buffer Lights (URP & BIRP)

A great denoscription of the stencil buffer with samples to better describe the VFX

https://www.patreon.com/posts/wind-waker-style-78831006

#shader #stencil #light
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NovaShader: Multi-functional shader for the Particle System that supports Universal Render Pipeline (URP) of Unity.

The repo also contains a number of samples.

https://github.com/CyberAgentGameEntertainment/NovaShader

#shader #particles #urp
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