Everyday Unity – Telegram
Everyday Unity
1.1K subscribers
157 photos
59 videos
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2.36K links
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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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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scene-ref-attribute: Unity C# attribute for serializing component and interface references within the scene or prefab during OnValidate

Helps to avoid hassle with manually assigning references in the editor. Given the way to provide the scope for finding a component, it should cover the majority of use cases

https://github.com/KyleBanks/scene-ref-attribute

#editortool #autoref
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Stylized Water Shader

A tutorial of an amazing quality that contains a detailed step-by-step denoscription how to achieve stylized water look.
It contains info on how to create a water shader with:
depth-based colors
refraction
surface and intersection foam
lighting effects
waves and buoyancy
caustics
planar reflections


https://alexanderameye.github.io/notes/stylized-water-shader/

#shader #water
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Sharing code to build and deploy to Steam with one click

It relies on the com.unity.platforms package that is experimental.

https://www.reddit.com/r/Unity3D/comments/11mv0i3/sharing_code_to_build_and_deploy_to_steam_with/

Gist: https://gist.github.com/Marc-Ducret/ae65c430e6d27bfdf618c89150559cb6

#ci #steam
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Fractured Cube Breakdown

Requires a pre-fractured model (for example made in Blender, using the Cell Fracture addon). But importantly, the positions of the origin/pivot of each fractured piece has been baked into mesh data (UV channels).

https://www.cyanilux.com/tutorials/fractured-cube-breakdown/

#shadergraph #fracture #vfx
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Unity-HDRP-GPU-View-Cone: View Cone, Field of View, Sight Cone - done with custom Shadow Mapping in Unity HDRP

The technique used is basically the shadow mapping. Rendering the depth texture from the eyes of the enemy, then checking which spots are visible to the player AND the enemy and only drawing on overlapping pixels. The performance cost should be like having a spotlight with shadows turned on.
Since the latest few HDRP Upgrades the system doesn't work in builds anymore. So consider this repo just for learning purposes on how to theoretically set up custom shadow mapping

https://github.com/leorid/Unity-HDRP-GPU-View-Cone

#hdrp #lineofsight #viewcone
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