The theme is “Crisp”. A just for fun game done in 2 days.
Disclaimer : I love Unity more than crisps xD
https://mingwai.itch.io/crispycrash
The theme is “Crisp”. A just for fun game done in 2 days.
https://mingwai.itch.io/crispycrash
Visual Effect Graph is so fun to play with! It’s available in 2018.3
Download : https://drive.google.com/open?id=1hloorB11hPcIXIIKBIRzqvon9mpmbYPK
If you are looking for doing it in custom SRP, please visit my github
How to use :
Just add your shaders and names to the CustomDrawModeAsset
Last update: Sept 2020
Update: This image is too old so please look at the comparison table below instead
Single thread / direct -force-gfx-direct
Graphics Jobs / legacy -force-gfx-jobs legacy
Cpu command – run in linear
Render command – run in parallel
Cpu command – run in parallel
Render command – run in parallel
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
Here lists out exact what codes enable the Unity feature when making our custom SRP.
Indicators:
In pipeline code
In shader code
✅ Doesn’t need to specifically care about it in codes. Write the codes as usual.
#ifdef SHADER_TARGET_SURFACE_ANALYSIS
//Codes that Surface Shader should work
#endif
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.
Continue reading “StungaLab – 21³ Cubic Animation Tech Note”