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    • Grass Interaction - Part 4

      By Myonmyon

      Posted on January 22, 2025

      In this fourth part, we will finally add vertex displacement to the grass’s vertex shader. We will use shader graph - which should make things a touch easier. But most important logic will be put inside a custom function node which should make it easier to include for readers that... [Read More]
      Tags:
      • intermediate
      • graphics
      • Unity
      • HDRP
    • Grass Interaction - Part 3

      By Myonmyon

      Posted on January 16, 2025

      In this third part, we will set up the Entity Influence system, calculating non-grass-specific data required by the motion equation. [Read More]
      Tags:
      • graphics
      • HDRP
      • Unity
      • intermediate
    • Grass Interaction - Part 2

      By Myonmyon

      Posted on January 13, 2025

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      In the second part, we are going to set up the shader part of the Entity Influence system. In this system, we will pre-compute some of the required parameters so that the vertex shader can later read them and use the appropriate motion equation to calculate the angle. [Read More]
      Tags:
      • Unity
      • graphics
      • intermediate
    • Grass Interaction - Part 1

      By Myonmyon

      Posted on January 12, 2025

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      Grass Interaction, a staple in any game that has grass, and an inevitable when making open-world games (unless you are making a scorched land). However, most of the tutorials out there seem to be a little limited when it comes to make natural-looking grass interaction. Most would stop at the... [Read More]
      Tags:
      • Unity
      • intermediate
      • graphics
    • Unity Profiling: C++ Capture

      By Myonmyon

      Posted on January 5, 2025

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      When you start to keep an eye on the frame rate of your game, chances are you will start with the official solution: Unity Profiler. Indeed, most times the built-in profiler is more than enough to know what’s causing frame rate drops. Though, the profiler is slightly limited when it... [Read More]
      Tags:
      • Unity
      • graphics
      • intermediate
      • profiling
      • performance
    • Dynamic Resolution - "Hardware" vs "Software"

      By Myonmyon

      Posted on December 26, 2024

      In Unity’ HDRP, dynamic resolution can be used to improve framerate without sacrificing too much of the game’s visual qualities. Most of the tweakable parameters are documented, except for “Hardware” and “Software” dynamic resolution modes. OK, then, what are those? [Read More]
      Tags:
      • Unity
      • HDRP
      • advanced
      • graphics
    • The < font > Tag in Text Mesh Pro

      By Myonmyon

      Posted on September 16, 2024

      Changing font regularly might not be a common use case, let alone applying only to some text in a line of text. But sometimes this is necessary, for instance, encrypting a word as part of a linguistic puzzle. [Read More]
      Tags:
      • Unity
      • beginner
    • Bypassing Unity Undo System's Memory Limitation

      By Myonmyon

      Posted on June 3, 2024

      It is said that in the crumbled city of Uniograad, there is a catacomb buried deep under the debris. Whenever wind travels through the ruins, the empty chambers of the catacomb would produce a wailing sound. And if you dare to dig into the catacomb, you would find… the unspeakable... [Read More]
      Tags:
      • Unity
      • intermediate
      • tooling
    • Loading Raw 3D Models in Runtime

      By Myonmyon

      Posted on May 18, 2024

      This was a strange thing to tackle… [Read More]
      Tags:
      • Unity
      • intermediate
    • Pixel Perfect Outline in Lo-Res

      By Myonmyon

      Posted on March 4, 2024

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      Pixel Perfect outlines for sprites aren’t hard, but for 3D, I’ve been through the darkest corners. [Read More]
      Tags:
      • Unity
      • URP
      • intermediate
      • graphics
    • Multi-pass Convolution with Shader Graph

      Posted on September 23, 2023

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      NOTE: This article requires you to already know what convolution in image processing is. [Read More]
      Tags:
      • Unity
      • intermediate
      • graphics
    • Irregular Puzzles

      By Myonmyon

      Posted on September 1, 2022

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      I have seen many puzzle games that use a mechanism that simulates putting together pieces of shredded paper… It is a simple mechanism, but when actually implementing it, it can give you a slight headache…  [Read More]
      Tags:
      • Unity
      • URP
      • beginner
      • gameplay
    • Weapon Trail

      By Myonmyon

      Posted on June 20, 2022

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      This is an effect I have been doing a lot in 2D, but in 3D it adds many complications, notably the plane of slash is no longer a flat plane and it varies a lot depending on the animation, which caused my usual method of using a pre-made mesh +... [Read More]
      Tags:
      • Unity
      • beginner
      • graphics
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    Myonmyon  •  2025  •  FukaFukaSeika.moe

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