Let’s examine a series of examples to compare the performance results. (All tests were conducted using Unity version 2022.3.24f1 on a Google Pixel 1 device.) In this test, we’ll create a layout group featuring a single element, and we’ll analyze two scenarios: one where we change the...
Once you've created a compatible Shader Graph and Material, you can use the Material with a Full Screen Pass Renderer Feature to create a custom post-processing effect.In the Project window, select a URP Renderer. In the Inspector, click Add Renderer Feature a...
To follow the steps in this example, create a new scene with the following GameObjects:Create a Cube. Set its Scale values so that it looks like a wall. Create a Material and assign it the Universal Render Pipeline/Lit shader. Select the base color (for ex...
Learn how to optimize your game's performance by testing against hardware platform memory limitations with the profile memory usage tool in your Unity project.
Unity. For a deeper dive into Unity and its role in game development, feel free to explore our comprehensive article,“How good is Unity for game development?”This piece offers a well-rounded understanding of the Unity landscape, preparing you for you to create a Unity game development ...
Interactive shader response Render according to your pipeline Create with precision Intuitive shader creation Shader Graph enables fast iteration time at every step of the shader creation process. Almost every node has a built-in preview that enables you to see step-by-step output. The graph itself...
This is a demo project which shows how to create and render procedural geometry in Unity, utilizing Compute Shaders.I built this project in Unity 2018.4, using built-in render pipeline. This should work fine on 2019, too. Slightly different method need to be used if rendering is intended ...
The “depthSlice” argument communicates to Unity which slice of the texture array you wish the shader to have write access to. If you want the shader to write to the first slice, then set the depthSlice to 0. If you want the shader to write to the second slice, then set the depth...
Imagine a vivid pixel art day in your 2D side-scroller or RPG game. What if night falls on the town? Which atmosphere would you like to create using Unity and its advanced lighting? How would that look like? Here you can see how the characters reflect Unity's light sources for dark ...
private void createLine() { line = new GameObject("Line").AddComponent<LineRenderer>(); line.material = new Material(Shader.Find("Diffuse")); line.SetVertexCount(2); line.SetWidth(0.1f,0.1f); line.SetColors(Color.black, Color.black); line.useWorldSpace = true; } // Following meth...