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
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
So it works now!
If you have Bakery, can you try getting the latest github patch and using it?
Add "Bakery Light Filter" component to an object to make it act like stained glass 😋
(video from RTPreview for fanciness, but it looks the same when baked)
#gamedev
September 11, 2025 at 7:31 PM
Hacking around some translucent colored shadows for Bakery & RTPreview...
September 7, 2025 at 10:12 PM
Reposted by Mr F
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks “Fast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....
August 26, 2025 at 12:52 PM
Reposted by Mr F
wave_tracer 0.1 released
wavetracer.dev

wave_tracer combines path tracing and wave optics in a novel way, for practical general-purpose wave simulations across a variety of EM modalities and applications.
August 30, 2025 at 3:23 PM
Reposted by Mr F
New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...
GPU utilisation and performance improvements
Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…
interplayoflight.wordpress.com
August 29, 2025 at 7:52 PM
Reposted by Mr F
Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: blog.selfshadow.com/publications...
blog.selfshadow.com
August 14, 2025 at 8:44 PM
Bakery is on sale again?? A summer sale they say?

✨🥨May I interest you in some fresh warm baked global illumination?🥨💖

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

#gamedev
August 12, 2025 at 6:40 PM
Other programmers become goose farmers, and I became a hobbyist tomato farmer :D
First harvest, here we go...
August 10, 2025 at 10:22 AM
Along the river Gradac, near Valjevo 💚
August 4, 2025 at 4:56 PM
Reposted by Mr F
The terrain above is based on an erosion noise implemented by clayjohn and Fewes in this Shadertoy:
www.shadertoy.com/view/7ljcRW

It's really impressive, more people doing terrain generation should know about it!
#ProcGen
Shadertoy
www.shadertoy.com
July 20, 2025 at 12:17 PM
Reposted by Mr F
Using Bakery realtime preview by @guycalledfrank.bsky.social to check area lights... to be baked into volumes for Light Volumes by @sim.red ... to THEN be used to provide the walls, fog and avatars in #VRChat with realtime light information from the screen.
The FUTURE baby~ ¦D
July 30, 2025 at 11:53 AM
Did you know that GetWindowRect returns -32000 for a minimized window position?
And it's not mentioned in msdn docs.
Well, now you know.
July 30, 2025 at 10:49 AM
Random observation: I'm noticing that when I'm doing graphics programming, 50% of my work is finding ways to compress and pack data... and when I'm doing gameplay programming, 50% of it is fixing all sorts of jitter/shakiness/abrupt transitions...
July 28, 2025 at 10:56 PM
Questionable UI, but Decalery now allows you to project receiver's UV1 (for the normal map) to the decal, while moving original decal's UV1 to UV3 (for color/gloss/etc maps).
Basically cheap forward-rendered normal-mapped decals.
July 27, 2025 at 8:28 AM
Oh, Bakery is on a sale again!
#gamedev
July 25, 2025 at 11:09 AM
Basic trigonometric IK, but it's satisfying when it finally works.

Previously I wrote an overly complicated position-based solver, but it was buggy and wasn't worth it 🥲
July 25, 2025 at 8:51 AM
Added de-ringing option to L2 light probes. Unlike Unity's "remove ringing" checkbox, this one is actually a slider you can tweak to remove less/more. At max value it gets almost close to L1, but seems to fix ringing/negative values completely.

Oh, I also made L2 work for APV.
July 22, 2025 at 10:15 PM
So previously Bakery had 2 light probe baking modes: L1 and Legacy (=L2 but via convolving in-engine rendered cubemaps). L1 was 1st-class citizen, since it also works for dense 3D texture volumes (no way anyone's reading 9 textures).
Well, now L2 is finally a "native" mode too.
July 13, 2025 at 3:20 PM
Some interesting new upscaling technique from the almighty Suslik www.shadertoy.com/view/MXjcWK
Shadertoy
www.shadertoy.com
July 4, 2025 at 9:16 AM