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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https://github.com/Unity-Technologies/Graphics

The Scriptable Render Pipeline (SRP) is a Unity feature designed to give artists and developers the tools they need to create modern, high-fidelity graphics in Unity. Unity provides two pre-built Scriptable Render Pipelines:
- The Universal Render Pipeline (URP) for use on all platforms.
- The High Definition Render Pipeline (HDRP) for use on compute shader compatible platforms.
Unity is committed to an open and transparent development process for SRP and the pre-built Render Pipelines. This means that so you can browse this repository to see what features are currently in development.
https://blogs.unity3d.com/ru/2020/04/07/artists-best-practices-for-mobile-game-development/

Best practices for mobile assets:

First, keeping the texture small reduces memory overhead. Second, well-sized textures enable you to add them to an atlas.

Our recommendation is to use ASTC because it offers you the option to control the quality of the compression. Setting it to 5×5 or 6×6 is a great starting point for most assets. You can also try 8×8 or even 10×10 for smaller assets, as these will only take a few pixels on the screen.

Combining Mips with LODs can really help speed up a scene.

Alpha blend is the recommended option for mobile since mobile GPUs have optimization features that help them to render alpha-blended objects. We strongly recommend avoiding cutouts on mobile because they disable several optimization features of the GPU.

#graphics #memory #optimization #texture
Unite Now 2020: An online conference for real-time development | Unity

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