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.
Scrolling Energy Shader Breakdown
https://www.reddit.com/r/Unity3D/comments/ftp4a2/scrolling_energy_shader_breakdown/
Apply texture - Created the texture in photoshop using the smudge tool, pushing and pulling to create this wavy particle texture. After that using filter > other > offset to make sure the texture properly tiles. Then I set the texture as the color in the shader.
Use texture rgb as alpha - The alpha in a texture is just another channel like the rgb values. Since I want the black areas of the texture to be transparent, I just made the alpha channel equal the red channel. You can do the same thing by constructing the texture to be white on transparent, but I like working with black and white particle sprites.
Change UVs over time to create scroll effect - Take the existing uvs and add the speed you want the uvs to change multiplied by time. o.uv = TRANSFORM_TEX(v.uv, _MainTex).xy + frac(_Time.y * float2(_ScrollSpd.x, _ScrollSpd.y));
Edit tiling scale to stretch texture - When you create a new texture variable in a shader, tiling and offset variables are included in unity's editor, letting you change how the texture scales or its position.
Apply HDR color to RGB - Multiply the existing color by a HDR color you set. HDR lets you set color values beyond the 0 to 1 intensity of what your display outputs, letting the particle be brighter. With a bloom post-processing filter, the HDR color also glows, giving it a proper energy feeling.
Multiply mask over alpha - To let the scrolling particles exist in different shapes, I added an additional mask that is multiplied on top of the previously calculated alpha. This mask needs to have its own UVs defined to make sure it doesn't scroll/scale with the main texture.
Extra - There are additional improvements to add, like giving the mask its own independent scrolling or setting its scale to match the main texture.
#shader #energy
https://www.reddit.com/r/Unity3D/comments/ftp4a2/scrolling_energy_shader_breakdown/
Apply texture - Created the texture in photoshop using the smudge tool, pushing and pulling to create this wavy particle texture. After that using filter > other > offset to make sure the texture properly tiles. Then I set the texture as the color in the shader.
Use texture rgb as alpha - The alpha in a texture is just another channel like the rgb values. Since I want the black areas of the texture to be transparent, I just made the alpha channel equal the red channel. You can do the same thing by constructing the texture to be white on transparent, but I like working with black and white particle sprites.
Change UVs over time to create scroll effect - Take the existing uvs and add the speed you want the uvs to change multiplied by time. o.uv = TRANSFORM_TEX(v.uv, _MainTex).xy + frac(_Time.y * float2(_ScrollSpd.x, _ScrollSpd.y));
Edit tiling scale to stretch texture - When you create a new texture variable in a shader, tiling and offset variables are included in unity's editor, letting you change how the texture scales or its position.
Apply HDR color to RGB - Multiply the existing color by a HDR color you set. HDR lets you set color values beyond the 0 to 1 intensity of what your display outputs, letting the particle be brighter. With a bloom post-processing filter, the HDR color also glows, giving it a proper energy feeling.
Multiply mask over alpha - To let the scrolling particles exist in different shapes, I added an additional mask that is multiplied on top of the previously calculated alpha. This mask needs to have its own UVs defined to make sure it doesn't scroll/scale with the main texture.
Extra - There are additional improvements to add, like giving the mask its own independent scrolling or setting its scale to match the main texture.
#shader #energy
reddit
Scrolling Energy Shader Breakdown
Posted in r/Unity3D by u/WaterMerk • 1,267 points and 24 comments
Fix artifacting in the grid shader.
Normally you can fix this by enabling Unity mipmapping on your textures. However, that doesn't work here because the grid cells aren't textures -- they're generated through a shader.
Instead, I have the grid cell colors slowly bleed into each other as the individual cells get smaller on the screen. When they get smaller than one pixel, there's no such thing as individual cells; everything is uniformly colored with the average of the two colors in the grid.
It's a sort of fake mipmapping that only works for this specific situation.
#shader #grid #mipmap
Normally you can fix this by enabling Unity mipmapping on your textures. However, that doesn't work here because the grid cells aren't textures -- they're generated through a shader.
Instead, I have the grid cell colors slowly bleed into each other as the individual cells get smaller on the screen. When they get smaller than one pixel, there's no such thing as individual cells; everything is uniformly colored with the average of the two colors in the grid.
It's a sort of fake mipmapping that only works for this specific situation.
#shader #grid #mipmap