Single thread / direct -force-gfx-direct
Graphics Jobs / legacy -force-gfx-jobs=legacy
Graphics Jobs / native -force-gfx-jobs=native
if GraphicsJobs checkbox is on.
if platform / API doesn’t support native then will fallback to legacy
only in player + Vulkan / DX12
If you are using 2019.1+, you might notice there is a big change to the SRP APIs.
I’ve created a new repository and you can grab here. Much cleaner and minimal.
Here lists out exact what codes enable the Unity feature when making our custom SRP.
In pipeline code
In shader code
✅ Doesn’t need to specifically care about it in codes. Write the codes as usual.
//Codes that Surface Shader should work
Me and a few of my friends (StungaLab) decided to create this animation from last year and I’m responsible for all Unity things – setup / shaders / tools / plug-ins etc. I didn’t help a lot as I have my full-time job in UK so most of the work are actually done by the 2 amazing 3D artists Felix Yin-Zhen Chu and Shadow Chi-Ho Wong, also 2D part by Carol Tsz-Ching Ng. It is the first time for us all to put ourselves into such a big production — target at high quality, massive amounts of assets, and short time-frame,
(esp. ) lack of knowledge of using Unity (they are almost the first time Unity user). The final animation really surprised me.
I only have mobile game development experience in the past so there was no way for me to grab so many plug-ins and use so many expensive graphics features in any projects. So I had no idea how to correctly set things up for a project like this. Glad that I work in Unity and the knowledge I gained supported me a good start.
Played with https://github.com/Unity-Technologies/ml-agents
I fed a cat line art and let the agents to learn the path from the middle of the texture. After a few hours they are able to go within the line xD
Tried another random cat generator without machine learning xD