World space UVs & Triplanar Mapping
This post includes an introduction to using the Position node to sample textures rather than using mesh UV channels, which is also the basis of Triplanar mapping. It won’t be super in-depth but will provide some example graphs to (hopefully) help beginners understand how this could be used!
https://cyangamedev.wordpress.com/2020/01/28/worldspace-uvs-triplanar-mapping/
#shader #graph #worldspace #uv #triplanar
This post includes an introduction to using the Position node to sample textures rather than using mesh UV channels, which is also the basis of Triplanar mapping. It won’t be super in-depth but will provide some example graphs to (hopefully) help beginners understand how this could be used!
https://cyangamedev.wordpress.com/2020/01/28/worldspace-uvs-triplanar-mapping/
#shader #graph #worldspace #uv #triplanar
Cyan
World space UVs & Triplanar Mapping
This post includes an introduction to using the Position node to sample textures rather than using mesh UV channels, which is also the basis of Triplanar mapping. It won’t be super in-depth but wil…
Triplanar Mapping Texturing Arbitrary Surfaces
More in-depth article about triplanar mapping using shaders instead of the shader graph.
The usual way to perform texture mapping is by using the UV coordinates stored per-vertex in a mesh. But this is not the only way to do it. Sometimes, there are no UV coordinates available. For example, when working with procedural geometry of arbitrary shapes. When creating a terrain or cave systems at run-time, it usually isn't feasible to generate UV coordinates for an appropriate texture unwrap.
https://catlikecoding.com/unity/tutorials/advanced-rendering/triplanar-mapping/
#shader #triplanar
More in-depth article about triplanar mapping using shaders instead of the shader graph.
The usual way to perform texture mapping is by using the UV coordinates stored per-vertex in a mesh. But this is not the only way to do it. Sometimes, there are no UV coordinates available. For example, when working with procedural geometry of arbitrary shapes. When creating a terrain or cave systems at run-time, it usually isn't feasible to generate UV coordinates for an appropriate texture unwrap.
https://catlikecoding.com/unity/tutorials/advanced-rendering/triplanar-mapping/
#shader #triplanar
Catlikecoding
Triplanar Mapping
A Unity Advanced Rendering rendering tutorial about triplanar texture mapping.
Four Color Gradient
Clean way to create a 4 color gradient by lerping 2 colors a time and then lerping the result by another axis once more.
https://mitchmcclellan.com/four-color-gradient/
#gradient #shader
Clean way to create a 4 color gradient by lerping 2 colors a time and then lerping the result by another axis once more.
https://mitchmcclellan.com/four-color-gradient/
#gradient #shader
Mitchmcclellan
Four Color Gradient
Breakdown of a shader replicating one of my favorite effects in After Effects, the 4-Color Gradient.
Integrate asset delivery (Unity) | Android Developers
https://developer.android.com/guide/playcore/asset-delivery/integrate-unity
#asset #delivery #android
https://developer.android.com/guide/playcore/asset-delivery/integrate-unity
#asset #delivery #android
Android Developers
Integrate asset delivery (Unity) | Other Play guides | Android Developers
Настраиваем GitHub Actions для Android с последующим деплоем в PlayMarket / Habr
https://m.habr.com/en/post/506700/
#ci #cd #playmarket
https://m.habr.com/en/post/506700/
#ci #cd #playmarket
Habr
Настраиваем GitHub Actions для Android с последующим деплоем в PlayMarket
Привет, Хаброжители! На днях начал изучать GitHub Actions для Android. Ранее у меня была удачная попытка настройки данного функционала для проекта на Flutter, но без деплоя, для которого полно...
Diffused Posterization | Smoothslerp
http://smoothslerp.com/diffused-posterization/
In-detail article about effect
Repo: https://github.com/smoothslerp/diffused-posterization/blob/master/Assets/diffused-posterization.shader
#shader #posterize
http://smoothslerp.com/diffused-posterization/
In-detail article about effect
Repo: https://github.com/smoothslerp/diffused-posterization/blob/master/Assets/diffused-posterization.shader
#shader #posterize
Smoothslerp
Diffused Posterization
Shader Tutorials and (possibly) more
UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ
Overview how C# tasks works and how UniTask avoid allocations.
https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd
Repo: https://github.com/Cysharp/UniTask
#async #unitask #performance
Overview how C# tasks works and how UniTask avoid allocations.
https://medium.com/@neuecc/unitask-v2-zero-allocation-async-await-for-unity-with-asynchronous-linq-1aa9c96aa7dd
Repo: https://github.com/Cysharp/UniTask
#async #unitask #performance
Medium
UniTask v2 — Zero Allocation async/await for Unity, with Asynchronous LINQ
I’ve previously published UniTask, a new async/await library for Unity, now I’ve rewritten all the code and released new one.
Lighting tips for mobile game development
https://blogs.unity3d.com/ru/2020/06/15/lighting-tips-for-mobile-game-development/
#light #rendering #performance #optimization
https://blogs.unity3d.com/ru/2020/06/15/lighting-tips-for-mobile-game-development/
#light #rendering #performance #optimization
Unity Blog
Lighting tips for mobile game development | Unity Blog
Lighting is one of the most important visual elements of your game. Our partners at Arm have provided some handy tips to help you optimize your mobile game lighting.
When it comes to rendering a mobile game, lighting can be one of the biggest performance…
When it comes to rendering a mobile game, lighting can be one of the biggest performance…
Light in Unity 1 - Shader Coding in Unity from a to z
An article about how Lambert lighting works and how to reimplement it in unity shader.
https://medium.com/shader-coding-in-unity-from-a-to-z/light-in-computer-graphics-be438e13522f
#shader #basics #lighting
An article about how Lambert lighting works and how to reimplement it in unity shader.
https://medium.com/shader-coding-in-unity-from-a-to-z/light-in-computer-graphics-be438e13522f
#shader #basics #lighting
Medium
Light in Unity 1
Introduction to Lighting in Graphics and Lambert Lighting
Light in Unity 2 - Shader Coding in Unity from a to z
How Phong lighting works and implementation in a shader
https://medium.com/shader-coding-in-unity-from-a-to-z/light-in-computer-graphics-2-3b2a5b04ac6d
#shader #phong #lighting
How Phong lighting works and implementation in a shader
https://medium.com/shader-coding-in-unity-from-a-to-z/light-in-computer-graphics-2-3b2a5b04ac6d
#shader #phong #lighting
Medium
Light in Unity 2
Intro to Blinn Phong Lighting model
Rendering Pipeline In Unity - Shader Coding in Unity from a to z
Simple denoscription of unity rendering pipeline (looks more like a general rendering pipeline)
https://medium.com/shader-coding-in-unity-from-a-to-z/rendering-pipe-line-f0471aa0904b
#rendering #pipeline
Simple denoscription of unity rendering pipeline (looks more like a general rendering pipeline)
https://medium.com/shader-coding-in-unity-from-a-to-z/rendering-pipe-line-f0471aa0904b
#rendering #pipeline
Medium
Rendering Pipeline in Unity
Introduction to Rendering Pipeline in Unity
Shader Variables Data Types - Shader Coding in Unity from a to z
https://medium.com/shader-coding-in-unity-from-a-to-z/shader-variables-data-types-da31d16dba98
#shader #datatypes
https://medium.com/shader-coding-in-unity-from-a-to-z/shader-variables-data-types-da31d16dba98
#shader #datatypes
Medium
Shader Variables Data Types
Why we use different variable types when we are writing shaders?
Implement Sand balls mechanics
https://medium.com/@hemanthvanam/implement-sand-balls-mechanics-5557effd3195
Repo: https://github.com/Hemanth759/sand-balls-game
#mesh #deformation #sand #balls
https://medium.com/@hemanthvanam/implement-sand-balls-mechanics-5557effd3195
Repo: https://github.com/Hemanth759/sand-balls-game
#mesh #deformation #sand #balls
Medium
Implement Sand balls mechanics
This article teaches you how to implement the sand balls game mechanics in unity
Push Unity to its Maxium Performance | Art Optimization Tips | Game Design | Unite Now | Unity
https://resources.unity.com/unitenow/onlinesessions/optimization-tips-for-maximum-performance-part-1
More detailed manuals from Unity https://learn.unity.com/project/optimizing-for-performance-2019-3
#optimization
https://resources.unity.com/unitenow/onlinesessions/optimization-tips-for-maximum-performance-part-1
More detailed manuals from Unity https://learn.unity.com/project/optimizing-for-performance-2019-3
#optimization
Unity
Optimization Tips for Maximum Performance – Part 1
Join Unity evangelist Arturo Núñez to learn real-world best practices for optimizing game performance. He’ll provide many useful tips so you can get the most out of Unity and your game.
Custom memory profiler. Can be used along with default memory profiler for better analysis.
GitHub - pschraut/UnityHeapExplorer: A Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer.
https://github.com/pschraut/UnityHeapExplorer
#heap #explorer #memory #profiler
GitHub - pschraut/UnityHeapExplorer: A Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer.
https://github.com/pschraut/UnityHeapExplorer
#heap #explorer #memory #profiler
GitHub
GitHub - pschraut/UnityHeapExplorer: A Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer.
A Memory Profiler, Debugger and Analyzer for Unity 2019.3 and newer. - pschraut/UnityHeapExplorer
Simulating Liquids in Bottles with a Shader
https://80.lv/articles/simulating-liquids-in-a-bottle-with-a-shader
#shader #liquid #vfx
https://80.lv/articles/simulating-liquids-in-a-bottle-with-a-shader
#shader #liquid #vfx
80LV
Simulating Liquids in Bottles with a Shader
Gil Damoiseaux has recently shared the result of his attempt to recreate the liquid in a bottle effect from Alyx via a surface shader in Unity. In this article, he shared the technical details of his experiments with different kinds of liquids.
Announcing Microsoft.IO.RecycableMemoryStream
Microsoft.IO.RecyclableMemoryStream is a MemoryStream replacement that offers superior behavior for performance-critical systems. In particular it is optimized to do the following:
Eliminate Large Object Heap allocations by using pooled buffers
Incur far fewer gen 2 GCs, and spend far less time paused due to GC
Avoid memory leaks by having a bounded pool size
Avoid memory fragmentation
Provide excellent debuggability
Provide metrics for performance tracking
https://www.philosophicalgeek.com/2015/02/06/announcing-microsoft-io-recycablememorystream/
Repo: https://github.com/Microsoft/Microsoft.IO.RecyclableMemoryStream
Nuget: https://www.nuget.org/packages/Microsoft.IO.RecyclableMemoryStream/
#optimization #performance #recycable #memorystream
Microsoft.IO.RecyclableMemoryStream is a MemoryStream replacement that offers superior behavior for performance-critical systems. In particular it is optimized to do the following:
Eliminate Large Object Heap allocations by using pooled buffers
Incur far fewer gen 2 GCs, and spend far less time paused due to GC
Avoid memory leaks by having a bounded pool size
Avoid memory fragmentation
Provide excellent debuggability
Provide metrics for performance tracking
https://www.philosophicalgeek.com/2015/02/06/announcing-microsoft-io-recycablememorystream/
Repo: https://github.com/Microsoft/Microsoft.IO.RecyclableMemoryStream
Nuget: https://www.nuget.org/packages/Microsoft.IO.RecyclableMemoryStream/
#optimization #performance #recycable #memorystream
Philosophical Geek - Code and musings by Ben Watson
Announcing Microsoft.IO.RecycableMemoryStream | Philosophical Geek
It is with great pleasure that I announce the latest open source release from Microsoft. This time it’s coming from Bing. Before explaining what it is and how it works, I have to mention that nearly all of the work for actually getting this setup on GitHub…
How we applied SOLID principles on Sniper 3D
Part 1 about S & O: https://medium.com/tech-at-wildlife-studios/solid-principles-wildife-studios-gaming-815623fdbbde
Part2 about L, I, & D: https://medium.com/tech-at-wildlife-studios/solid-principles-sniper-3d-1c48023bd66e
#solid #architecture
Part 1 about S & O: https://medium.com/tech-at-wildlife-studios/solid-principles-wildife-studios-gaming-815623fdbbde
Part2 about L, I, & D: https://medium.com/tech-at-wildlife-studios/solid-principles-sniper-3d-1c48023bd66e
#solid #architecture
Medium
How we applied SOLID principles on Sniper 3D (part 1)
This series of articles will go beyond the typical patterns and show some real-life examples of applying SOLID on Sniper 3D
Unity Grass Shader Tutorial - Roystan
Awesome grass shader tutorial: step by step and very detailed
https://roystan.net/articles/grass-shader.html
Repo: https://github.com/IronWarrior/UnityGrassGeometryShader
#shader #grass
Awesome grass shader tutorial: step by step and very detailed
https://roystan.net/articles/grass-shader.html
Repo: https://github.com/IronWarrior/UnityGrassGeometryShader
#shader #grass
roystan.net
Unity Grass Geometry Shader Tutorial at Roystan
Learn to write a grass shader for Unity engine. Generate grass from an input mesh using a geometry shader, and control the density using tessellation. The blades of grass use a random function for size and angle variation, and cast and receive shadows.