Toprak
78 posts




🧊 Demonstrating backface refraction and masked blur/scattering for frosted glass in Unity (URP). -- I've been asked about this multiple times, so I figured another demo was called for, also showing off dispersion and other effects. 🐵 It's variable over the model, and works per-material. I can render any number of layers, but more than a few can get expensive. Just one is sufficient to simulate limited realtime pathtracing, -> to a fractional-resolution target. #unity3d #gamedev #indiedev


Do you also dislike how Unity's WheelCollider only casts 1 center ray, so cars jump on every tiny bump? Did you also see 3rd-party assets doing like 16 rays per wheel and thought maybe it's kinda expensive? Did you know that PhysX can actually sweep convex shapes instead of rays?


ofise geldim iş yapıyormuş gibi gözükmek için webte sağa sola tıklıyorum, arada bir klavye sesi için sublime'a bir şeyler yazıyorum. Bu her gün ofise giden arkadaşlar nasıl çalışıyorsunuz ya da çalışıyor musunuz anlamadım




















