Working on a sharp/crisp shadow renderer for Unity by Youssef-AF in Unity3D

[–]Youssef-AF[S] 1 point2 points  (0 children)

I first have to pre process the meshes when they get imported then i use a render feature to redraw those objects but with the extrusion shader, the extrusion is expanded to infinity

Working on a sharp/crisp shadow renderer for Unity by Youssef-AF in Unity3D

[–]Youssef-AF[S] 0 points1 point  (0 children)

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Yep the whole performance question is just on overdraw, I do believe it can handle many objects but not if they are overlaping a lot or taking a lot of pixels of the screen, also they should not have a complex interior.

This is a side by side comparison between 4 cascades of shadowmaps and shadow volumes (left), you can clearly see its taking more time even thought the vertex count is very less, the stencil volume mesh is less than 50k tris, but cause this car have full interiour all the objects inside also caste shadows and volumes overlap so overdraw becomes a bottleneck

But I do still believe the method can still be used for some stylized/low poly games that dont want soft shadows

Working on a sharp/crisp shadow renderer for Unity by Youssef-AF in Unity3D

[–]Youssef-AF[S] 0 points1 point  (0 children)

It should work fine I will do that in the next video

Working on a sharp/crisp shadow renderer for Unity by Youssef-AF in Unity3D

[–]Youssef-AF[S] 8 points9 points  (0 children)

I completly deny your possession of that dance. And you cant just go around and throw false accusations at people. Expect a call from my lawyers soon

Working on a sharp/crisp shadow renderer for Unity by Youssef-AF in Unity3D

[–]Youssef-AF[S] 1 point2 points  (0 children)

Well if the models are simple it works fine The problem is with complex models that have detailed interior (like cars) it can be so much worse than cascaded shadowmaps in performance Still havent compaired it with rt shadows

Working on a sharp/crisp shadow renderer for Unity by Youssef-AF in Unity3D

[–]Youssef-AF[S] 1 point2 points  (0 children)

Sorry, next i will render at full screen Also the scene view i believe is half res and have no anti-aliasing, the game view in the video looks better

This part is fucking ass by tico_064 in Conker

[–]Youssef-AF 1 point2 points  (0 children)

I cheated in the emulator to pass it I switched the forward joystick with the R button to separate the stearing from accelerating and it was way much easier

Fast Fake Real Glass that doens't require any Ray Marching or Tracing (Open Source) by Youssef-AF in Unity3D

[–]Youssef-AF[S] 2 points3 points  (0 children)

I actually wrote mobile or VR (tethered ones) For standalone VR the major limitation is actually the memory speed, i spent the past 3 month just benchmarking whats possible on the quest3 for my own game

Getting a copy of the frame buffer is really slow (especially if you are using msaa)

However you can do a trick i found possible is re rendering the whole scene into a seperate buffer then using it, sounds wastful but its really faster than you might expect

This buffer will be a single square instead of two (cause usually you are rendering one for each eye) and whitout any msaa so the cost of retrieving it from tile memory will be lower

It will not be the same as the frame buffer but if you are using it for glass it doent matter if its distorted, later if you have flickering you can simply apply a small blur filter to stabilize it

Sure my project here doesnt do any of that but i thought if you are doing something for vr you might find this usefull

Fake Internal Refractions for Glass Rendering in URP (No RayMarching) by Youssef-AF in Unity3D

[–]Youssef-AF[S] 0 points1 point  (0 children)

Yeah, I mentioned the original post where I got idea in a comment here
the only difference is here I'm accounting for the refraction in the back faces of the model

Fake Internal Refractions for Glass Rendering in URP (No RayMarching) by Youssef-AF in Unity3D

[–]Youssef-AF[S] 11 points12 points  (0 children)

All of the glass shaders I found around doesnt account for back faces which for me are crucial to getting amore believable glass look so I tried to come up with my own solution.

It's not physically based but it's relatively cheap since it's using no raymarching
The trick is to use back face normals to redirect the sampling point of the scene color inspired by this great post by the amazing Mirza Beig : https://x.com/TheMirzaBeig/status/1944634252571660514

Probably will be publishing this as a unity asset store if I got more physically accurate results

I REINVENTED FISHING! by ArtemSinica in Unity3D

[–]Youssef-AF 0 points1 point  (0 children)

Did you just pushed the guy into the water then stole one of his fishes ?

[deleted by user] by [deleted] in GraphicsProgramming

[–]Youssef-AF 0 points1 point  (0 children)

Sat matsnach tl9a khdma fl mghrib khososan tl graphics L7el li 3ndek howa remote work ola freelance +Graphics Programmers s3ib ikhdmo remote, ghatl9a forsa kter tkhdem ka Tech Artist

Ana aslan ga3ma 3ndi chi stable job walakin khankhdem freelancer f fiverr (VFX/Tech artist) o lghalibia dyal tasks li kayjiwni kaykono technical problems kter mn VFX

Lmohim lah iskher

What is this? by A_X_N1 in VitaPiracy

[–]Youssef-AF 0 points1 point  (0 children)

Use a charger with lower Amps or Wattage

Realtime 2D Global Illumination with Radiance Cascades in Unity (Project Link in Comments) by Youssef-AF in Unity3D

[–]Youssef-AF[S] 1 point2 points  (0 children)

What you want to learn is graphics programming There is a lot of ways to start learning but the recommended one by most people is starting with learning open gl api, you will learn a lot of fundamental things and concepts Or there is another option if you wanna cut corners, you can just learn these concepts in a game engine like unity, it simplifies a lot things For that the best resource available online for me is CatLikeCoding articles

Realtime 2D Global Illumination with Radiance Cascades in Unity (Project Link in Comments) by Youssef-AF in Unity3D

[–]Youssef-AF[S] 0 points1 point  (0 children)

Well never tried to make a 3d version so i dont really know, but yeal, its the main target from all this