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Everyday Unity

Everyday Unity

@everydayunity

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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Showing posts older than #2055 · Back to latest

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Post #2050 210
Post #2048 209
PrimoToon

Shader for Unity (Built-in Rendering Pipeline) attempting to replicate the shading of Genshin Impact developed by miHoYo. This is for datamined assets, not custom-made ones nor the MMD variants.

https://github.com/festivize/PrimoToon

#urp #shader #toon #shading #builtin
  • 👍 4
  • 👎 1
Post #2045 186
Optimizing Unity Projects by Removing Additional Cameras

The issue here is not the time it takes to render the actual geometry, but rather the overhead incurred when switching between multiple cameras. Luckily, most cameras can be removed by replacing them with custom render passes.

https://agentlien.github.io/cameras/

#camera #optimization #renderpass
agentlien.github.io Avoiding CPU Overhead in Unity by Replacing Cameras with Renderer Features Replacing additional Unity cameras with custom render passes in Wavetale.
  • 👍 4
Post #2044 175
Deform: A fully-featured deformer system for Unity.

Deform is multi-threaded with the Job System, compiled with Burst and calculations are done using the Mathematics library.

https://github.com/keenanwoodall/Deform

#deformation #jobs #burst
GitHub GitHub - keenanwoodall/Deform: A fully-featured deformer system for Unity that lets you stack effects to animate models in real… A fully-featured deformer system for Unity that lets you stack effects to animate models in real-time - keenanwoodall/Deform
  • 👍 9
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