Questions tagged [unity]
29 questions
7
votes
1 answer
What's the difference between Sample and tex2D
I am mainly using Unity but I think that it's not related to this engine, and I am wondering what's the difference between using tex2D and Sample for sampling a texture.
MaT
- 1,219
- 10
- 21
6
votes
1 answer
Bitmap-images or SVG
I'd like to create a GUI in my first Unity-game (2D). I want my GUI appear sharp in all resolutions (e.g. 1920x1200 or 3840x2160).
The problem I am facing now is that I don't know if I should save my bitmap-images of my GUI in the highest resolution…
drpelz
- 163
- 4
6
votes
1 answer
Dealing with blown-out highlights in PBR
I've been writing some custom shaders based around Unity's Standard BRDF, which is uses GGX distribution term and Smith visibility term. It looks great at either end of the smoothness scale (1 and 2 in the pic below). However, with the smoothness…
russ
- 2,332
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5
votes
1 answer
Benefits of Clustered Shading vs Tiled Shading?
The Unity Engine manual page Best Practice: Setting up the Lighting Pipeline has a section "Render pipelines" with an illustration of Tile Rendering and Cluster Rendering:
The section then mentions:
Opaque objects will most likely be shaded…
wip
- 1,809
- 1
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5
votes
1 answer
How to convert decomposed transformations between different coordinate systems?
I am converting some Unity3D scenes to a proprietary json format to be used by my OpenGL renderer that uses a different coordinate system from Unity's.
I have multiple sets of {translation, rotation(quat), scale} pairs that describe some node…
Fr0stBit
- 101
- 2
5
votes
1 answer
How could I use bent normal map
This might be a general question but I have some difficulties about understanding baked bent normal maps and how to use it inside a shader in Unity.
From what I understand, bent normals are especially used with occlusion but I don't really get what…
MaT
- 1,219
- 10
- 21
5
votes
2 answers
Rendering Hypercentric Perspective
I came across some Non-Euclidean Games which involve Hyperbolic Spaces, Spherical Spaces, Portals, etc. And, I noticed that they give quite deep feel of what Non-Euclidean Spaces feel like. So, I was thinking whether space rendering was possible for…
Monster196883
- 53
- 3
4
votes
1 answer
Non real-time rendering on Unity3D
I made an audio visualizer using Unity3D (you can see it here) but I am not satisfied on the video quality, as the compression destroys the graphics. I recorded the screen during a real-time rendering. I tried many screen recorders, but always the…
L. Chaumartin
- 43
- 3
4
votes
1 answer
Alpha blending between two overlapping semi-transparent shapes
I am working on a 2D lighting system for my game. My approach has been to:
Create a transparency quad representing 'darkness'.
Create a stencil shader for light sources to clip from the darkness quad.
Create a shader that blends alpha from 0 ->…
Alex
- 141
- 1
- 3
3
votes
1 answer
Black squares in bloom effect
Good Morning!
I'm having trouble rendering an on-screen bloom shader by post processing.
Basically the shader works like this:
Camera image before rendering the effect:
First a filter is passed on the camera image to leave only one…
Matheus Markies
- 61
- 4
2
votes
0 answers
Per-object screen space uv issue
I am currently trying to sample a texture in screen space. This works well :
float4 positionCS = vertexInput.positionCS / vertexInput.positionCS.w;
screenPos = ComputeScreenPos(positionCS).xy;
float aspect = _ScreenParams.x /…
MaT
- 1,219
- 10
- 21
2
votes
0 answers
Groupshared memory and parallel reduction over multiple kernel dispatch
I am doing some parallel reduction and mostly following these nVidia slides. However they are not very detailed in places or I might be missing/misunderstanding something.
Edit 2:
While I figured out a solution for my usecase as mentioned later I…
AverageGatsby
- 71
- 9
2
votes
1 answer
Sharing memory between compute shader and pixel shader
I am relatively new to compute shaders and gpgpu in general so bear with me if i am missing the point somewhere.
The main thing i do not yet understand / see is how to get memory from a compute shader to global shader memory usable in a pixel…
AverageGatsby
- 71
- 9
2
votes
1 answer
Why can I see the diffuse lighting effect on a perfect mirror?
Currently I am learning PBR by Unity3D. I find that even I turn the smoothness to 1, I can still see the diffuse lighting effect, which does not make any sense to me.
Imagine I trace a ray from my eye to the mirror, and I do importance sampling…
TIANLUN ZHU
- 177
- 5
2
votes
1 answer
How can I use 3d animation to create a character that uses sign language?
I performed a quick search on programs that translate natural language to sign language (through a 3D animation character). Here are examples:
IBM SISI
ProDeaf (which is an android app)
My question is:
how can I make my own character that uses…
Ahmed Hussein
- 131
- 5