github.com/d4rkc0d3r/d4...
github.com/d4rkc0d3r/d4...
With this version I am dropping support for older unity & vrc sdks completely. Make sure to update your projects!
The main feature is a whole new UI to debug why it can't merge material slots for the advanced users out there.
With this version I am dropping support for older unity & vrc sdks completely. Make sure to update your projects!
The main feature is a whole new UI to debug why it can't merge material slots for the advanced users out there.
shaders.orels.sh
Happy Holidays! ❤️
#unity3d #shaders
shaders.orels.sh
Happy Holidays! ❤️
#unity3d #shaders
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
www.sebastianaaltonen.com/blog/no-grap...
I spend 1.5 years doing this. Full rewrite last summer and another partial rewrite last month. As Hemingway said: "First draft of everything is always shit".
It sometimes lets you replace code like x | (x << a) | (x << b) if a, b are fixed.
If you've worked with Morton codes you've probably seen something like the this GLSL code to decode a Morton code, which end up at roughly 27 integer operations to generate the equivalent 2D position.
Code transcribed from fgiesen.wordpress.com/2009/12/13/d...
It sometimes lets you replace code like x | (x << a) | (x << b) if a, b are fixed.
If you've worked with Morton codes you've probably seen something like the this GLSL code to decode a Morton code, which end up at roughly 27 integer operations to generate the equivalent 2D position.
Code transcribed from fgiesen.wordpress.com/2009/12/13/d...
If you've worked with Morton codes you've probably seen something like the this GLSL code to decode a Morton code, which end up at roughly 27 integer operations to generate the equivalent 2D position.
Code transcribed from fgiesen.wordpress.com/2009/12/13/d...
This time I improved my particle clustering cellular automaton SPH fluid sim to support multiple species particle merging and splitting. Also some fine tuning of the physics.
shadertoy.com/view/tfyyWD
This time I improved my particle clustering cellular automaton SPH fluid sim to support multiple species particle merging and splitting. Also some fine tuning of the physics.
shadertoy.com/view/tfyyWD
Steam Controller
Steam Machine
Steam Frame.
Watch our jazzy announcement video and wishlist now: steampowered.com/hardware
Steam Controller
Steam Machine
Steam Frame.
Watch our jazzy announcement video and wishlist now: steampowered.com/hardware
Filmed in #vrchat
Edited with #blender3d
Filmed in #vrchat
Edited with #blender3d
Now it has Light Volume based super optimized analytical Point Lights, Spot Lights and Area Lights. (Up to 128 at the same time)
Ability to project images and cubemaps.
Also baked shadow masks and even more features!
github.com/REDSIM/VRCLi...
Now it has Light Volume based super optimized analytical Point Lights, Spot Lights and Area Lights. (Up to 128 at the same time)
Ability to project images and cubemaps.
Also baked shadow masks and even more features!
github.com/REDSIM/VRCLi...
Original clip by @crowscrowscrows.com #unity3d
Original clip by @crowscrowscrows.com #unity3d
youtu.be/i8PFoagQhP0
youtu.be/i8PFoagQhP0
Still pretty easy tho and definitely worth it.
Still pretty easy tho and definitely worth it.
It looks really good especially on larger things like my pool. Really grounds the thing in the world.
It looks really good especially on larger things like my pool. Really grounds the thing in the world.