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ShaderCat/Claudia Doppioslash

There are some useful new features in the Unity 2018.1 beta, so I'll be making some videos about them.
This one is about Unity Hub, a little tool they made to ease the pain of working with many versions of Unity.
Have you got too many versions of Unity lying around?
Do you keep opening your projects with the wrong version?
Unity Hub solves that.

I've written a book last year, "Physically Based Shading for Unity 2017". It recently came out, and it happens to be on sale today.
The print version is discounted to 18$, and if you're in US you'll get free shipping. The code is APRNEW18.

My entry for the Unity3d Neon Challenge:

I modelled it from scratch in Houdini, then lit it and rendered it in Unity.
I'm a programmer, so this is the first real modelling I've ever done. Procedural modelling is fun :D

Great intermediate engine internals/architecture overview of Unreal Engine. Also goes over engine design

This autumn, we hosted a game AI conference in Copenhagen (Game AI North). You should check out the slides from our amazing speakers:

Interesting talk by @william about working with the geometry of Manifold Garden:

We have similar considerations with Avoyd's localised gravity, the radial design solution for instance.

So, a bunch of Alembic integration improvements were done for Adam parts 2 and 3 demos. Here's a blogpost on those, and the code is in the branches of this github repo, I think.

texel-space-shading with unitys scriptable rendering. 😇 shading happens at 0.1fps, so you can watch the triangle culling and atlas packing happen, which btw is all done on the GPU.

dear imgui: tabs/docking work in progress GIF (still a couple of small and big issues to fix but it's moving forward...)

Is there any good note taking programs out there with support for math notation / diagramming? Ideally for formula / matrices, and 2D/3D plotting.

Or is this a case of "learn Latex and R you noob" ?

There's a sort of surrealism when you discover that your C# scripts can interpret C# scripts, which can in turn interpret C# scripts. It's turtles all the way down. You can do this in and here's an example of how to:
Only downside is it's not possible on all platforms (iOS being a major one).

I would really like to be able to put a VR camera both outside, and inside the building, in various places, and also with different lighting settings.

I think I'd need also at least one or two LOD levels for that.

@1000tongues I don't have a script, what I just do is assign Mecanim the ORG bones. The good thing is that Mecanim will remember your set-up. If you import another character using Rigify, it will remember that you use ORG bones and try that on the new character.

I shared my experience in this blog post:

Got a huge model made in (sigh) SketchUp to export to a reasonable format, for polyreduction and eventually end up in a Unity scene.
Any tips about exporting from SkecthUp?

Any recommendations for online communities or resources (tutorial sites, knowledge dumps, etc.) focused on technical animators?

A little video time-ish-lapse-ish series I made on building and rigging a couple of characters.

1. Building Rey

So I've been slowly putting together a system for loading arbitrary shaders / setting up their inputs in vulkan (multiple sets, global vs static vs dynamic uniforms, specifying default values for inputs in a material file).

Is there already something out there like this? and if not, would writing up a blog post about it help anyone out?

So far just vert/fragment shaders