Setting up for a URP Fullscreen Outline Effect
There is no outlining here, instead some fundamental setup so that you can continue with the very good Roystan tutorial. This focuses mostly on Scriptable Renderer Features and Scriptable Render Passes.
While I've not been in the industry long I've found it helpful to document interesting things as I learn them to help me truly understand them. I hope you might find them interesting too!
There is no outlining here, instead some fundamental setup so that you can continue with the very good Roystan tutorial. This focuses mostly on Scriptable Renderer Features and Scriptable Render Passes.
In which I go off on a tangent about the Painter's Algorithm when discussing transparent rendering.
Rendering shadows is a computationally intensive task, but vital for most real-time rendering applications. Here I discuss some technical details about why they are heavy, techniques to prevent shadow artifacts and a "light" explanation of how they are drawn/sampled.
I once went down to the river to skip stones, there sat a wise old man who said to me "Don't use MaterialPropertyBlock in the new SRPs (unless you want to break batching on purpose in which case you do you)"
Not sure if it's just me but the word 'Buffer' feels unneccessarily scary.
The 'new' rendering pipelines have been around for a few years now but a lot of developers aren't familiar with how these actually work. Understanding how Unity is rendering your game will help you make better games and trying to make an SRP is a great way to understand why SRPs are the future.
Sprite renderers do not cast shadows. In this post I make them do so.
I used to be a web developer. These were my thoughts at the time that I made the transition to games about the differences. It was written before I was a Game Developer when I was working with Unity to make mobile/desktop/vr products at Gravity Sketch!
This is an article I wrote on Dev.To that stemmed from a lot of frustration I would see around gate keeping on how to best learn xyz. At the time it was written about React Native but this applies to everything including Unity.