
Screen Post Processing Effects Chapter 1: Basic Algorithm of Gaussian Blur and Its Implementation
Basic knowledge Gaussian Blur, also known as Gaussian Smoothing, is a classic algorithm for blurring images. To put it...
Introduction As more and more mobile games are getting better quality, various performance...
“Unity Mobile Game Performance Optimization Series” consists of four parts. Today, we will...
(Continue from Introduction of the Raytracing Technology Part 1) 5. Path Tracing When Kajiya...
In this article, we will introduce the family tree of ray tracing categories...
“Unity Mobile Game Performance Optimization Series” starts from some basic discussions on Unity...
Basic knowledge Gaussian Blur, also known as Gaussian Smoothing, is a classic algorithm for blurring images. To put it...
AI Plug-in Recommendation Black screen issue of VideoPlayer playing video on Android GetPropertyBlock problem RectMask2D problem AI Q: Our...
1) The Solution for iOS exporting AssetBundle taking 30 hours 2) How does a main programmer build knowledge tree...
1) The memory value of Font Texture is abnormally high 2) UWA reports Overdraw statistics and data interpretation questions...
1) Doubts about checking sRGB for textures 2) Turning on lighting leads to an increase in the number of...
1) The difference between the sound engine Wwise and Criware 2) Unity loading scene flashback problem 3) Animation Transition...
Issues with Uploading the Partial Updated Resources under Addressable RemoteBuildPath Shader memory usage suddenly increased Redundant references to textures...
In the game engine rendering pipeline, we usually set the value range of R, G, B channel color information...
1) Questions about the addressable hot update resource type 2) The DefaultMaterial of locally deleted FBX is invalid after...
Currently, there are a lot of light sources used to illuminate objects in game engines. Among them, the more commonly...
How to package Unity’s built-in resources to avoid redundancy “Redundancy” issues with SpriteAtlas About the memory usage of Mesh...
In the previous article, we introduced a dynamic global illumination algorithm base on spherical harmonic basis functions (Spherical Hamonies, SH...
1) BRDF calculation formula problem in URP 2) The problem of the Job System occupying the time of the...
Show us your game! Win a great game optimization package and exposure to boost the value/quality of your game...
Before introducing the main content of this article, PRT, we first introduce a step IBL that is common in-game...
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