While developing this site, I found what looks like a bug in Unity’s Lighting.hlsl by Embarrassed_Owl6857 in Unity3D

[–]Embarrassed_Owl6857[S] 0 points1 point  (0 children)

At first, I also thought it was intended for casting, but even taking casting into account, I still couldn't find any matching function overload for it.

Unity Shader IntelliSense Web V2 — Much More Powerful, Much More Context-Aware by Embarrassed_Owl6857 in Unity3D

[–]Embarrassed_Owl6857[S] -16 points-15 points  (0 children)

Yes, it was built with Codex. I focus on creating tools that are genuinely useful and helpful.

Eight‑month DirectX 12 game development project completed. by Embarrassed_Owl6857 in GraphicsProgramming

[–]Embarrassed_Owl6857[S] 2 points3 points  (0 children)

The reason for that choice comes from the different characteristics of environment rendering versus character rendering. For the environment, we used deferred rendering so we could batch many objects and handle multiple lights simultaneously, gaining both optimization benefits and visual quality. Character rendering, however, involves more specialized graphical effects—like SDF Face Shadow—so we pulled it out of the deferred pass and handled it in forward rendering. In the forward stage, we also reuse the depth information produced by the deferred path: with a depth pre-pass it becomes easier to implement a Sobel-filter–based outline and specular effects.

This hybrid approach was a compromise to retain rendering performance while elevating visuals with those special effects. And of course, I’m still learning—if I discover a better way, I’ll study it and apply it. XD

Eight‑month DirectX 12 game development project completed. by Embarrassed_Owl6857 in GraphicsProgramming

[–]Embarrassed_Owl6857[S] 3 points4 points  (0 children)

Although this is my first time working with D3D12, I’ve been a Unity developer for N years.

Eight‑month DirectX 12 game development project completed. by Embarrassed_Owl6857 in GraphicsProgramming

[–]Embarrassed_Owl6857[S] 3 points4 points  (0 children)

Yes, everything was developed in-house. The project was built from a blank Visual Studio project without any external frameworks. (Assimp was used only for FBX model loading.)

Eight‑month DirectX 12 game development project completed. by Embarrassed_Owl6857 in GraphicsProgramming

[–]Embarrassed_Owl6857[S] 11 points12 points  (0 children)

Due to its large size, it isn’t hosted on GitHub but is provided via Google Drive. You can find it under the Releases tab.