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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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
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
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
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
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
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
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