AkilarLiaoThe Solution to Excessive Terrain Mesh DataWhen dealing with Terrain, tools typically offer deformation capabilities, allowing users to adjust its undulations. However, these…Apr 12Apr 12
AkilarLiaoThe Practice of Footprint Residue EffectsWe typically use particle-based methods to create footprint residue effects. However, this approach may encounter issues such as texture…Apr 11Apr 11
AkilarLiaoThe Challenges of Foreground Particle EffectsWhen dealing with foreground effects, it’s common practice to have emitters follow the camera to avoid the performance issues caused by…Apr 11Apr 11
AkilarLiaoExploring Dynamic RenderPass Addition in URPDevelopers familiar with the Universal Render Pipeline (URP) should understand that rendering capabilities can be expanded by…Mar 14Mar 14
AkilarLiaoExploring Base Camera Overlay Rendering in Unity URPExperienced users of URP should be aware that Camera Stacking is essential for handling camera overlay rendering. Rendering our UI in…Mar 142Mar 142
AkilarLiaoVisual Evolution of Rendering Pipeline: Saved Results ExplorationIn Unity, the Frame Debugger is widely regarded as one of the most effective graphic debugging tools. It not only furnishes data such as…Mar 14Mar 14
AkilarLiaoThe Simulation Scheme for Volumetric FogThe volumetric fog effect serves as a great enhancement for atmosphere, commonly applied in scenarios like mist between forests and…Mar 4Mar 4
AkilarLiaoChallenges in River CreationWhen developing war strategy games, I frequently encounter various challenges related to river creation. Here is a list of pertinent…Mar 3Mar 3
AkilarLiaoMountain Edge and Surface Transition ManagementDealing with the transition between mountain edges and the terrain surface is a challenging issue. Traditional approaches involve using…Mar 2Mar 2
AkilarLiaoIntegration and Application of DrawMeshInstancedIndirectPeople who have experience with GPU-driven rendering should be familiar with using ComputeShader for GPU culling and then invoking…Feb 26Feb 26