Threading in Unity

Single thread / direct -force-gfx-direct

  • Main thread
    • device
Multithread / client+worker pair -force-gfx-mt
default, and if GraphicsJobs checkbox is off

  • Main thread
    • device
    • client
  • Render thread
    • device
    • worker

Graphics Jobs / legacy -force-gfx-jobs legacy

Cpu command – run in linear
Render command – run in parallel

  • Main thread
  • Render thread
  • Job thread
  • client on each job thread
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 / Metal

Cpu command – run in parallel
Render command – run in parallel

  • Main thread
    • device
    • client
  • Render thread
    • device
    • worker
  • Task execute
  • Job thread
    • N render thread

[Custom SRP] How to use Unity features?

Update:

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.

https://github.com/cinight/CustomSRP

 


 

May-14-2018 gif

Screen Shot 2018-06-02 at 22.16.24

SRPFlowScreen Shot 2018-05-12 at 18.52.43

(My playground pipeline)

Here lists out exact what codes enable the Unity feature when making our custom SRP.

*Note that my codes may not be perfectly optimised, but the concept itself won’t change.
(!) Alert: Below information might be outdated. I stopped updating this note after 2018.x releases.

Indicators:
icon_script In pipeline code
icon_shader In shader code
✅ Doesn’t need to specifically care about it in codes. Write the codes as usual.

Continue reading “[Custom SRP] How to use Unity features?”

StungaLab – 21³ Cubic Animation Tech Note

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.

Note: Not everything shown in this blog are being used. But they are the stuff I worked on so I hope to keep them here as a log.

Continue reading “StungaLab – 21³ Cubic Animation Tech Note”

Fishes

Using Graphics.DrawMeshInstancedIndirect so that I can calculate the fish positions with compute shader.

The moving tails are just vertex displacements in shader. Rotation are also done in the rendering shader.

Below is the look-at matrix that takes the normalized velocity to be the rotation, and to be the forward axis.

float4 ApplyRotation (float4 v, float3 rotation)
{
	// Create LookAt matrix
	float3 up = float3(0,1,0);
	
	float3 zaxis = rotation;
	float3 xaxis = normalize(cross(up, zaxis));
	float3 yaxis = cross(zaxis, xaxis);

	float4x4 lookatMatrix = {
		xaxis.x, yaxis.x, zaxis.x, 0,
		xaxis.y, yaxis.y, zaxis.y, 0,
		xaxis.z, yaxis.z, zaxis.z, 0,
		0, 0, 0, 1
	};
	
	return mul(lookatMatrix,v);
}
Screen Shot 2018-02-01 at 23.14.24
Continue reading “Fishes”