Clearly, using FillAmount is the more efficient choice in this scenario. However, the situation becomes more complex when we alter the scale or position of an element. In these cases, it’s challenging to replace Unity’s built-in mechanisms that don’t trigger layout rebuild. ...
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 ...
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.
How to make a Skybox ASkyboxis a six-sided cube that Unity draws behind all graphics in the Scene. Here are the steps to create one: Make six Textures that correspond to each of the six sides of the skybox, and put them into your Project’sAssetsfolder. ...
Develop once, publish everywhere! Unity is the ultimate tool for video game development, architectural visualizations, and interactive media installations - publish to the web, Windows, OS X, Wii, Xbox 360, and iPhone with many more platforms to come.
I have studied all the materials that I could find (really, every blue link & and my personal interviews with publishers) about Unity Asset Store on the Web in English and Russian, but this is not enough to understand the overall picture. That's why, I decided to...
Once applied, go ahead and play the game to see the shader in action: While it's not visible in this still image, you will notice that in the Unity editor, the object will now move in both the X and Y axes! Feel free to drag the X Scroll Speed and Y Scroll Speed properties in...
The engine usestilemapsin some of its demos (the Retro ones, mostly). If you wish touse or editthese tilemaps, you will need to addUnity’s 2D extrasto your project, as most of the tiles in these demos’ tilepalettesrely on them. To add the 2D extras to your project, simplydownlo...
Running this exact fragment shader, however, will not work as expected. Floating point arithmetic will collapse small numbers to zero, eventually stopping the smoke from flowing. To avoid this,Omar Shehatasuggests inHow to Write a Smoke Shaderto enforce a minimum flowing quantity: ...
In legacy pipelines, this is a very expensive operation because it triggers re-rendering of objects. Although we can implement it in SRP but better find an alternative way to fake it. Use in shader as usual, just pay attention to the order of rendering ...