Shaders in Unity are programs that run on a GPU (graphics processing unit) Shaders calculate the appropriate levels of light, darkness, and color during the rendering of a 3D scene. In hypercasual games, shaders are widely used to make a prototype or full game scene look good. The range...
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. ...
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...
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.
You can use logging and profiling tools to check how many shader variants Unity compiles, and identify ways you can remove (strip) variants to improve build times and reduce memory usage. You can do the following:
Note that if you create a new unlit unity shader (Create->Shader->Unlit Shader) you get mostly the same code.Let’s now focus only on the important part – the fragment shader. First, we need to capture all the data passed by ScreenSpaceSnow script:...
For each texture you need to change the wrap mode from Repeat to Clamp. If you don’t do this colors on the edges will not match up:Create a new Material by choosing Assets->Create->Material from the menu bar. Select the shader drop-down in the top of the Inspector, choose Skybox/...
You will learn more about how this works and how to modify these values in more detail in the next chapter, Chapter 3, Surface Shaders and Texture Mapping.When you save and return to Unity, the shader will compile, and you will see that now our material's Inspector tab doesn't have ...
Likewise, if we only wanted the shader to write to the second slice, then we would use a FirstArraySlice of 1 and an ArraySize of 1.How Do You Render to a Texture Array in Unity?You render to a texture array almost the same way you would render to a texture 2d. You still need ...
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 ...