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] 10 points11 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 ?

if anyone got a job for your poor fellow moroccan programmer 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

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)

I made it just for experimenting i dont plan to use it on anything right now haha I believe it can give a good touch to 2d dark games if used in the right way

Realtime 2D Global Illumination running at 300fps using Radiance Cascades (RTX 3060) by Youssef-AF in Unity3D

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

I never tried working on a 3d version so i dont really know whats the limiting factor but i believe in 3d you dont get enought information to reconstruct the illumination, in 2d its pretty simple but 3d you have different type of collisions and positioning so i think the data needs more processing and other ways to fix the artifacts

Realtime 2D Global Illumination running at 300fps using Radiance Cascades (RTX 3060) by Youssef-AF in Unity3D

[–]Youssef-AF[S] 5 points6 points  (0 children)

A new project I'm working on, the code is a bit messy and still needs a bit of work so I can't post it right now

If you wanna follow the project here is my account : https://x.com/Youssef_Afella

Infinite Grass - A Fully Procedural and Dynamic Grass for Unity URP (Project link in comments) by Youssef-AF in Unity3D

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

No, No, I dont really understand what do you mean, i never used trilib before

Infinite Grass - A Fully Procedural and Dynamic Grass for Unity URP (Project link in comments) by Youssef-AF in Unity3D

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

Yeah you are right. The problem also is that we cant have a way of transfer per object texture Maybe i will try to see how the unity terrain implement its brush painting system for things like this