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.
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.
GitHub
GitHub - Unity-Technologies/Graphics: Unity Graphics - Including Scriptable Render Pipeline
Unity Graphics - Including Scriptable Render Pipeline - Unity-Technologies/Graphics
Работа с компрессией текстур в Unity3D + NGUI / Habr
https://m.habr.com/en/post/259835/
#texture #memory #optimization
https://m.habr.com/en/post/259835/
#texture #memory #optimization
Habr
Работа с компрессией текстур в Unity3D + NGUI
Привет Хабровчане! Это мой первый, но надеюсь не последний пост на хабр, так что не судите строго. Хотелось бы поделиться разработкой, которую мы успешно внед...
https://developer.arm.com/solutions/graphics-and-gaming/gaming-engine/unity/arm-guide-for-unity-developers
Arm Guide for Unity Developers
#graphics #memory #optimization #arm
Arm Guide for Unity Developers
#graphics #memory #optimization #arm
Arm
Mobile, Graphics, and Gaming Resources | Arm Developer
Build high-performance mobile, graphics, and gaming apps on Arm using optimized tools, Vulkan APIs, Unity/Unreal support, and AI acceleration.
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
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
Unity Blog
Artists’ best practices for mobile game development | Unity | Unity Blog
This blog will help technical artists optimize and improve performance when building for mobile hardware. Find the full free guide on the blog.
Rendering a million sprites with instancing with 120fps
https://coffeebraingames.wordpress.com/2020/04/05/one-million-sprites-more-than-120fps-dots-not-required/
#render #sprite
https://coffeebraingames.wordpress.com/2020/04/05/one-million-sprites-more-than-120fps-dots-not-required/
#render #sprite
COFFEE BRAIN GAMES
One Million Sprites. More Than 120fps. DOTS Not Required.
When you lurk in the DOTS forum, you’ll see guys like this who made a DOTS library that can render one million animated sprites yet still get 60fps. I have created my own DOTS sprite renderer…
Planet (Faux) Gravity Tutorial
https://kurogames.in/2020/03/10/planet-gravity-tutorial/
#gravity #feature
https://kurogames.in/2020/03/10/planet-gravity-tutorial/
#gravity #feature
Kuro'Blog
Planet (Faux) Gravity Tutorial
This tutorial will teach you how to create Planet Gravity effect like Super Mario Galaxy in Unity3d. Create new Unity project and add sphere in scene and name it as Planet. Add Rigidbody on the pla…
glTF in Unity optimization
https://atteneder.netlify.com/posts/gltf-in-unity-optimization-0.-introduction/
#optimization #gltf #loader
https://atteneder.netlify.com/posts/gltf-in-unity-optimization-0.-introduction/
#optimization #gltf #loader
Why the Difference between Mono and Stereo Audio Files is Important for Your Game
https://medium.com/double-shot-audio/why-the-difference-between-mono-and-stereo-audio-files-is-important-for-your-game-2fbf92ddb7b3
#audio #optimization
https://medium.com/double-shot-audio/why-the-difference-between-mono-and-stereo-audio-files-is-important-for-your-game-2fbf92ddb7b3
#audio #optimization
Medium
Why the Difference between Mono and Stereo Audio Files is Important for Your Game
Unity’s “Force To Mono” option in the Audio Import Settings, mono & stereo audio files, and why the difference is important for your game.
https://blog.jetbrains.com/dotnet/2020/04/14/net-core-performance-revolution-rider-2020-1/
.NET Core performance revolution in Rider 2020.1
#rider #performance
.NET Core performance revolution in Rider 2020.1
#rider #performance
The JetBrains Blog
.NET Core performance revolution in Rider 2020.1 | The .NET Tools Blog
Many Rider users may know that the IDE has two main processes: frontend (Java-application based on the IntelliJ platform) and backend (.NET-application based on ReSharper). Since the first release of
FreshByte Labs: Understanding the android build process, what is Dalvik(JIT),ART(AOT),D8,R8?
https://www.freshbytelabs.com/2020/03/understanding-android-build-process.html?m=1
#android #build
https://www.freshbytelabs.com/2020/03/understanding-android-build-process.html?m=1
#android #build
Freshbytelabs
Understanding the android build process, what is Dalvik(JIT),ART(AOT),D8,R8?
Android Build Process Steps Some of you might be already aware of JVMs, for those who are not aware, these are just runtime environm...
Unite Now 2020: An online conference for real-time development | Unity
https://resources.unity.com/unitenow
#unite #conference
https://resources.unity.com/unitenow
#unite #conference
Learn to save memory usage by improving the way you use AssetBundles
https://blogs.unity3d.com/ru/2020/04/09/learn-to-save-memory-usage-by-improving-the-way-you-use-assetbundles/
#optimization #memory #assetbundle
https://blogs.unity3d.com/ru/2020/04/09/learn-to-save-memory-usage-by-improving-the-way-you-use-assetbundles/
#optimization #memory #assetbundle
Unity Technologies Blog
The way you use AssetBundles could be costing you Memory
The information outlined in this post is about how AssetBundles affect runtime memory. Read more to discover how to get the best possible project results.
Introduction to Shaders in Unity
https://www.raywenderlich.com/5671826-introduction-to-shaders-in-unity
#shader
https://www.raywenderlich.com/5671826-introduction-to-shaders-in-unity
#shader
kodeco.com
Introduction to Shaders in Unity
Ever wondered about shaders in Unity? In this tutorial, you’ll learn what shaders are, how to display vertex colors and how to animate within shaders.
Google Play Games Plugin for Unity: Tips & Tricks
http://diegogiacomelli.com.br/google-play-games-plugin-for-unity-tips-and-tricks/
#plugin #googleplaygames
http://diegogiacomelli.com.br/google-play-games-plugin-for-unity-tips-and-tricks/
#plugin #googleplaygames
diegogiacomelli.com.br
Google Play Games Plugin for Unity: Tips & Tricks
In this post I will list some tips and tricks that I learned while using the Google Play Games Plugin for Unity.