AkilarLiaoMobileSSAO adds MRTTerrainLit shaderIt is well known that Unity’s Terrain has a high number of polygons, and rendering shadows requires an additional pass. On top of that…Aug 27Aug 27
AkilarLiaoAn Overview of FFTOceanFFTOcean is one of the most complex challenges I’ve faced in my game development career. This project involves multiple technical aspects…Aug 14Aug 14
AkilarLiaoAn Overview of GodViewFakeDOFThe concept for GodViewFakeDOF originated from the challenge I faced while developing a war strategy game, where I needed to implement a…Aug 13Aug 13
AkilarLiaoAn Overview of SpriteRendererNAVThe motivation behind developing SpriteRendererNAV stemmed from the desire to recreate the NAVMesh pathfinding tool, originally developed…Aug 9Aug 9
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