Mr F
guycalledfrank.bsky.social
Mr F
@guycalledfrank.bsky.social
Graphics programmer, indie game developer.
Developed Bakery (a GPU lightmapper) and some other tools.
Ex-PlayCanvas engine dev.
Working on Faded: https://linktr.ee/fadedthegame
Other stuff: https://ndotl.wordpress.com/cv/
Pinned
Getting used to bsky, so I guess it's time to write a bit about myself...

Hi! I'm Mr F.

I work on my game, Faded (see pics).

I wrote Bakery, a GPU Lightmapper: assetstore.unity.com/packages/too...

I also wrote a lot of other stuff: ndotl.wordpress.com/cv/

#gamedev #indiedev
Reposted by Mr F
Introducing FragCoord: My ultimate shader editing tool!
February 13, 2026 at 2:20 AM
Reposted by Mr F
I've been working with Spherical Gaussians recently as a representation for irradiance in realtime raytracing.

Ended up deriving quite a few new approximations relating to SGs and diffuse lighting. Ended up with something both cheap and accurate. Check it out:

www.shadertoy.com/view/WX3fRB
February 11, 2026 at 2:50 PM
Improvised a little lampshade shader that imitates scattered light from inside. Code and details in the comments! :)
#gamedev
February 10, 2026 at 12:56 PM
Reposted by Mr F
New post on how to do real-time diffuse global illumination using surfels and #WebGPU: juretriglav.si/surfel-based... #threejs
January 29, 2026 at 12:22 PM
Reposted by Mr F
The people of Ukraine continue to endure ongoing Russian aggression.

From February 2 to 9, we’ll donate 100% of the proceeds from our games and DLC on all platforms to People In Need in support of humanitarian aid in Ukraine.
February 2, 2026 at 1:36 PM
Reposted by Mr F
Marcin Zalewski informed me that his blog post on real-time hair rendering using ray tracing is now available:
mmzala.github.io/blog/hair-ge...
This is nice work, in which he compares NVidia's hardware accelerated hair to several alternatives, including Reshetov's Phantom Ray Hair Intersector.
February 2, 2026 at 3:29 PM
Reposted by Mr F
There’s also so called AoSoA layout which has benefits of the both (and some GPUs support that 10+ years but APIs never exposed). An example of AoSoA use on CPU also shows pretty solid perf (e.g. : github.com/pm4rtx/Unity...)
GitHub - pm4rtx/Unity-FrustumCulling: An example frustum culling implemented using Unity Burst compiler and native plugin
An example frustum culling implemented using Unity Burst compiler and native plugin - pm4rtx/Unity-FrustumCulling
github.com
February 3, 2026 at 2:25 AM
Slapped together a dialogue editor for my game in ~3 days, based on imgui-node-editor from thedmd (github.com/thedmd/imgui...). They were previously all just hardcoded inside NPC behaviours and it was a mess to read (+ nobody else could write them), so hopefully it was worth it!
January 31, 2026 at 10:39 AM
Aand the new Bakery patch is now available on the Asset Store! (and it's still 50% off)
assetstore.unity.com/packages/too...

#gamedev
December 24, 2025 at 12:49 AM
If you had an issue on a 50xx GPU after that patch, please try patching again - I've just updated it.
Many thanks to @imlexz.bsky.social for testing!
Bakery has been updated to support the new drivers!

Please try updating via github/patcher. If no issues are reported within the next week, I'll update the Asset Store version.

The new version should also bake faster (!)
Nvidia driver 591.44 breaks OptiX6 support and therefore Bakery. If you get "failed to load optix library", please use any older driver.
In the meantime I'm waiting for a response from nvidia and working on a patch myself.
December 23, 2025 at 6:47 PM
The black friday sale is over, but now there's a new one! Because Christmas is near or something? I guess!
#gamedev

(And if you're on a >= 590 driver, please try the github patch! It's almost ready for the Store release)
December 21, 2025 at 2:18 PM
Reposted by Mr F
My "No Graphics API" blog post is live! Please repost :)
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".
No Graphics API — Sebastian Aaltonen
Graphics APIs and shader languages have significantly increased in complexity over the past decade. It’s time to start discussing how to strip down the abstractions to simplify development, improve pe...
www.sebastianaaltonen.com
December 16, 2025 at 6:52 PM
Bakery has been updated to support the new drivers!

Please try updating via github/patcher. If no issues are reported within the next week, I'll update the Asset Store version.

The new version should also bake faster (!)
Nvidia driver 591.44 breaks OptiX6 support and therefore Bakery. If you get "failed to load optix library", please use any older driver.
In the meantime I'm waiting for a response from nvidia and working on a patch myself.
December 15, 2025 at 4:50 PM
Nvidia driver 591.44 breaks OptiX6 support and therefore Bakery. If you get "failed to load optix library", please use any older driver.
In the meantime I'm waiting for a response from nvidia and working on a patch myself.
December 7, 2025 at 5:04 AM
Reposted by Mr F
you can also use morton order as your 'hash' function to increase cache coherence even more. we used this all over dreams. admittedly not in an ao caching context, but one where build rates were lower. but, still worth a read in case it sparks any ideas in your head. its one of my faves ever
November 24, 2025 at 8:37 AM
Reposted by Mr F
The post on using spatial hashing with raytraced ambient occlusion attracted quite a bit of interest so I expanded it into a blog post to discuss how it works behind the scenes to both reduce the noise and its cost. interplayoflight.wordpress.com/2025/11/23/s...
November 23, 2025 at 9:06 PM
Does anyone know (or happen to be) a person with a reasonable (D)SLR in Riga (Latvia)?
I would love (and can pay for) a little texture photoshoot of a few buildings 🙏🏙️
November 22, 2025 at 2:17 PM
Reposted by Mr F
And the real time preview is also discounted 50% ❤️

assetstore.unity.com/packages/too...
Bakery Real-Time Preview | Level Design | Unity Asset Store
Get the Bakery Real-Time Preview package from Mr F and speed up your game development process. Find this & other Level Design options on the Unity Asset Store.
assetstore.unity.com
November 19, 2025 at 10:11 PM
Bakery is on the Black Friday sale! 👀👀

assetstore.unity.com/packages/too...

#gamedev
November 19, 2025 at 9:37 PM
Mirror inside a mirror behind a glass reflecting a stained glass (photo)
November 12, 2025 at 4:14 PM
Totally normal skinning
October 7, 2025 at 11:54 AM
Bakery v1.97 is live on the Asset Store!
assetstore.unity.com/packages/too...

Better performance, colored transparencies, better light probes, presets, rotatable volumes and lots of other things.

🥨

#gamedev #raytracing #lightmaps
October 4, 2025 at 12:38 PM
Reposted by Mr F
Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations interplayoflight.wordpress.com/2025/09/21/t...
The performance impact of vertex shader exports
Following up on the previous post on GPU utilization and performance, and to provide a practical example, I expanded a bit on a topic discussed in brief: vertex shader exports and their impact on p…
interplayoflight.wordpress.com
September 21, 2025 at 8:05 PM
So, I’m preparing the new Asset Store version (v1.97) for Bakery. Current changelog is here: docs.google.com/document/d/1...

If you can test the latest github version (which is basically what’s gonna land on the store), just to make sure nothing suddenly broke, that would help a lot! 🙂
Bakery - GPU Lightmapper (changelog)
Bakery - GPU Lightmapper Changelog v1.1 - Added support for custom shaders (Meta Pass). Includes any procedural albedo and emission. Opacity maps are still taken by name. - Added HDRP and LWRP suppor...
docs.google.com
September 28, 2025 at 10:18 AM
Reposted by Mr F
Another stunner.

"Video Game Blurs (and how the best one works)"
blog.frost.kiwi/dual-kawase/
Video Game Blurs (and how the best one works)
How to build realtime blurs on the GPU and how the best blur algorithm works - "Dual Kawase"
blog.frost.kiwi
September 27, 2025 at 1:29 AM