Using Indirect Multipliers To Balance Lighting Costs And Results
https://vintay.medium.com/using-indirect-multipliers-to-balance-lighting-costs-and-results-d75fa16fef8e
#lighting #optimization
https://vintay.medium.com/using-indirect-multipliers-to-balance-lighting-costs-and-results-d75fa16fef8e
#lighting #optimization
Medium
Using Indirect Multipliers To Balance Lighting Costs And Results
One aspect that becomes more important as lighting is optimised, is the Indirect Multiplier options on each light.
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How to find the minimum enclosing circle of a set of points. It can be used to dynamically figure out where to center your camera and with how much zoom to keep everything you want in view.
https://www.reddit.com/r/Unity3D/comments/x1ei22/how_to_find_the_minimum_enclosing_circle_of_a_set/
Source code: https://pastebin.com/b3dDL7Ju
#enclose #circle #algorithm
https://www.reddit.com/r/Unity3D/comments/x1ei22/how_to_find_the_minimum_enclosing_circle_of_a_set/
Source code: https://pastebin.com/b3dDL7Ju
#enclose #circle #algorithm
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Art production for games: Best practices and optimization
A very good list to follow. And I like that the author mentions that every solution has pros and cons to consider. E.g. tip 5 may go poorly without using sprite atlas for a splitted asset. So always tune solutions for your use case.
https://medium.com/ironsource-levelup/art-production-for-games-best-practices-and-optimization-5b651a167be8
#techart #assets #import #optimization #buildsize
A very good list to follow. And I like that the author mentions that every solution has pros and cons to consider. E.g. tip 5 may go poorly without using sprite atlas for a splitted asset. So always tune solutions for your use case.
https://medium.com/ironsource-levelup/art-production-for-games-best-practices-and-optimization-5b651a167be8
#techart #assets #import #optimization #buildsize
Medium
Art production for games: Best practices and optimization
9 simple ways to optimize your art assets for improved game performance.
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Unity-RTS-Selection: Unity RTS-style unit selection
https://github.com/lexonegit/Unity-RTS-Selection
#rts #unitselection
https://github.com/lexonegit/Unity-RTS-Selection
#rts #unitselection
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Have you ever wanted to smoothly go from perspective to orthographic? [Code in the comments]
https://www.reddit.com/r/Unity3D/comments/wxpdsd/have_you_ever_wanted_to_smoothly_go_from/
#camera #transition
https://www.reddit.com/r/Unity3D/comments/wxpdsd/have_you_ever_wanted_to_smoothly_go_from/
#camera #transition
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Car Paint Shader: Thin-Film Interference
https://www.alanzucconi.com/2017/10/27/carpaint-shader-thin-film-interference/#more-6823
#shader #vfx #interference
https://www.alanzucconi.com/2017/10/27/carpaint-shader-thin-film-interference/#more-6823
#shader #vfx #interference
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A simple fog of war effect in Unity, github repo available
https://www.reddit.com/r/Unity3D/comments/x554i9/i_created_this_simple_fow_of_war_effect_in_unity/
Repo: https://github.com/platinio/FowSample
#fogofwar
https://www.reddit.com/r/Unity3D/comments/x554i9/i_created_this_simple_fow_of_war_effect_in_unity/
Repo: https://github.com/platinio/FowSample
#fogofwar
reddit
I created this simple fow of war effect in Unity, github repo...
Posted in r/Unity3D by u/james_roman_ โข 10 points and 10 comments
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World position reconstruction from depth texture for image effects/blit.
https://twitter.com/Cyanilux/status/1269353975058501636
A use case example: https://cyangamedev.wordpress.com/2019/12/05/fog-plane-shader-breakdown/
#worldposition #depthtexture #shadergraph
https://twitter.com/Cyanilux/status/1269353975058501636
A use case example: https://cyangamedev.wordpress.com/2019/12/05/fog-plane-shader-breakdown/
#worldposition #depthtexture #shadergraph
Twitter
I've written effects in the past which include reconstructing world position from the depth texture (e.g. fog & water tutorials). So far, I've only ever had it working on objects in the scene - not image effects.
Finally got that working, this is the graphโฆ
Finally got that working, this is the graphโฆ
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The performance boost for LINQ in .NET 7
An example how vectorization improves performance
https://youtu.be/zCKwlgtVLnQ
#optimization
An example how vectorization improves performance
https://youtu.be/zCKwlgtVLnQ
#optimization
YouTube
The INSANE performance boost of LINQ in .NET 7
The first 100 of you can use code SCHOOL2022 for 20% off courses and bundles at https://dometrain.com
Become a Patreon and get source code access: https://www.patreon.com/nickchapsas
Hello everybody I'm Nick and in this video I will show you the incredibleโฆ
Become a Patreon and get source code access: https://www.patreon.com/nickchapsas
Hello everybody I'm Nick and in this video I will show you the incredibleโฆ
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Graphy - Ultimate FPS Counter - Stats Monitor & Debugger (Unity)
Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unity project.
https://github.com/Tayx94/graphy
#graph #fpscounter
Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unity project.
https://github.com/Tayx94/graphy
#graph #fpscounter
GitHub
GitHub - Tayx94/graphy: Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unityโฆ
Graphy is the ultimate, easy to use, feature packed FPS counter, stats monitor and debugger for your Unity project. - Tayx94/graphy
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VFX Breakdown : Lightning Particles + Shader(Graph)
https://www.patreon.com/posts/vfx-breakdown-71191108
#vfx #lightning #shadergraph
https://www.patreon.com/posts/vfx-breakdown-71191108
#vfx #lightning #shadergraph
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Do I need to dispose of Tasks? - .NET Parallel Programming
Short answer: No.
The only time you may want to dispose a Task is when you are explicitly using IAsyncResult.AsyncWaitHandle which causes an allocation of a disposable resource. But even in that case you may not bother disposing it.
https://devblogs.microsoft.com/pfxteam/do-i-need-to-dispose-of-tasks/
#tpl #async
Short answer: No.
The only time you may want to dispose a Task is when you are explicitly using IAsyncResult.AsyncWaitHandle which causes an allocation of a disposable resource. But even in that case you may not bother disposing it.
https://devblogs.microsoft.com/pfxteam/do-i-need-to-dispose-of-tasks/
#tpl #async
Microsoft News
Do I need to dispose of Tasks?
I get this question a lot: โTask implements IDisposable and exposes a Dispose method. Does that mean I should dispose of all of my tasks?โ Summary Hereโs my short answer to this question: โNo. Donโt bother disposing of your tasks.โ Hereโs my medium-lengthโฆ
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Retro3DPipeline: A minimal example of a custom render pipeline with the Retro3D shader.
https://github.com/keijiro/Retro3DPipeline
#srp #renderpipeline
https://github.com/keijiro/Retro3DPipeline
#srp #renderpipeline
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Simplex Derivatives
How to calculate derivatives of simplex noise and use them to generate normal and tangent vectors for procedurally generated meshes. Allows offloading the work from the main thread, since built-in RecalculateNormals() method runs only on the main thread.
https://catlikecoding.com/unity/tutorials/pseudorandom-surfaces/simplex-derivatives/
#normals #jobsystem #tangents #pcg
How to calculate derivatives of simplex noise and use them to generate normal and tangent vectors for procedurally generated meshes. Allows offloading the work from the main thread, since built-in RecalculateNormals() method runs only on the main thread.
https://catlikecoding.com/unity/tutorials/pseudorandom-surfaces/simplex-derivatives/
#normals #jobsystem #tangents #pcg
Catlikecoding
Simplex Derivatives
A Unity C# Pseudorandom Surfaces tutorial about calculating derivatives of simplex noise.
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Supermassive black hole tutorial
https://kelvinvanhoorn.com/2021/04/20/supermassive-black-hole-tutorial/
#shader #blackhole
https://kelvinvanhoorn.com/2021/04/20/supermassive-black-hole-tutorial/
#shader #blackhole
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Temporal Anti-Aliasing(TAA) for Unityโs Universal Render Pipeline
Unity's default Temporal Anti-Aliasing(TAA) has some problems in URP. Natively, URP does not support TAA while Unity PostProcess V2 does support. However, PostProcess V2's support fails for TAA because it cannot jitter the camera in the ScriptableRenderPipeline
https://github.com/sienaiwun/TAA_Unity_URP
#taa #antialiasing #urp #renderfeature
Unity's default Temporal Anti-Aliasing(TAA) has some problems in URP. Natively, URP does not support TAA while Unity PostProcess V2 does support. However, PostProcess V2's support fails for TAA because it cannot jitter the camera in the ScriptableRenderPipeline
https://github.com/sienaiwun/TAA_Unity_URP
#taa #antialiasing #urp #renderfeature
GitHub
GitHub - sienaiwun/TAA_Unity_URP: Temporal Anti-Aliasing(TAA) for Unityโs Universal Render Pipeline
Temporal Anti-Aliasing(TAA) for Unityโs Universal Render Pipeline - sienaiwun/TAA_Unity_URP
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My take on shaders: Stencil shader (Antichamber effect)
https://halisavakis.com/my-take-on-shaders-stencil-shader-antichamber-effect/
#shader #stencil
https://halisavakis.com/my-take-on-shaders-stencil-shader-antichamber-effect/
#shader #stencil
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NativeStringCollections: The toolset to parse text files using C# JobSystem on Unity.
Claimed to load big files 3 times faster than C# standard File.ReadAllLines(). And can load files in parallel.
https://github.com/kawai125/NativeStringCollections
#parsing #file #burst
Claimed to load big files 3 times faster than C# standard File.ReadAllLines(). And can load files in parallel.
https://github.com/kawai125/NativeStringCollections
#parsing #file #burst
GitHub
GitHub - kawai125/NativeStringCollections: The toolset to parse text files using C# JobSystem on Unity.
The toolset to parse text files using C# JobSystem on Unity. - GitHub - kawai125/NativeStringCollections: The toolset to parse text files using C# JobSystem on Unity.
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