//Codes that Surface Shader doesn't recognise but used to work in Vert/Frag Shaders
These are some of the articles I’ve read to understand what DX12 is actually doing:
[New DirectX 11 vs. DirectX 12 comparison shows uneven results, limited improvements]
[Why is the DirectX 12 renderer slower than the DirectX 11 renderer ?]
[GTX 1080 and poor DX12 performance compared to DX11]
[This post would keep updated]
The tutorials are originally made for internal knowledge share. But because these knowledge are so useful to everyone who uses Unity, so I got the permission to share them.
The goal of this series of tutorials is not just teaching you how to write shaders — is to learn how important shader is and WHY & HOW IT AFFECTS YOUR GAME!
I was a game artist before and I understand the pain. I was always being questioned about how to optimize games and how to reduce draw calls. The concept is always the same and this is what I want to share to all of you.
I havn’t been authoring any post for years as I had moved to United Kingdom in 2016, which is definitely a big change in my life and I enjoyed so much.
I’m working in Unity now and found that I gain new knowledge EVERYDAY.
To tackle the knowledge wave, I used to keep links or upload pics to my personal fb and share with my fds in game industry. But I found that it’s limiting my content sizes and hard for me to trace the notes.
And for the blog here, the dark theme was too unclear and spaces are too small. So now I changed the theme to see how it goes 😀
So for now on, I hope to share the knowledge I gained and this blog would also serve as my own note.
I’m currently working on Shader tutorials which are having lots of pictures and simple description so that people who are new to Unity can learn the techniques as well as the software itself.
Learning would never stop!
I know many people are curious about how to make shaders available for Shuriken Particle System to use, the concept is very simple!!
As mentioned, the Lava Flowing Shader has been released for free on Unity Asset Store!
As my knowledge about shader keeps growing slowly, I found that I can blend more than 2 layers of “UV”…..It is because the 2 texcoords limit only limits on input. Your FBX model can only have 2 UV channels but shader can make instances of the 2 UV texcoords and thus let you have more layers of texture blending. I will try to update the package later.
Another package Simple SeeThrough Shader has been released on Unity Asset Store also. Link: https://www.assetstore.unity3d.com/en/#!/content/33924
Me and my partner is going to upload asset packages to Unity Asset Store including the Lava Flowing Shader(will be free) and a particle effect package. Please check the reddit post here :