### Unity Development Roadmap and Guides Source: https://github.com/killop/anything_about_game/blob/master/README.md Official resources from Unity for understanding the development roadmap and finding guides on how to use the Unity platform. ```markdown - [UnityRoadMap](https://unity.com/cn/roadmap/unity-platform/) - https://unity.com/how-to ``` -------------------------------- ### Compute Shader for Minimal Compute Examples Source: https://github.com/killop/anything_about_game/blob/master/README.md A repository containing minimal and straightforward examples of compute shader usage. ```Compute Shader https://github.com/cinight/MinimalCompute ``` -------------------------------- ### Unity Shader Examples Source: https://github.com/killop/anything_about_game/blob/master/README.md A collection of Unity shader examples, likely demonstrating various rendering techniques and effects. Useful for learning and implementation. ```Unity https://github.com/eangulee/UnityShader ``` -------------------------------- ### Comprehensive Algorithm and Data Structure Guides Source: https://github.com/killop/anything_about_game/blob/master/README.md Extensive guides and collections of algorithms and data structures, often presented in multiple languages or with detailed explanations and code examples. ```en https://github.com/gaerae/awesome-algorithms-education ``` ```en https://github.com/lnishan/awesome-competitive-programming ``` ```en https://github.com/tayllan/awesome-algorithms ``` ```zh https://github.com/0voice/interview_internal_reference#1 ``` ```en https://github.com/ZXZxin/ZXBlog ``` ```en https://github.com/awangdev/LintCode ``` ```en https://github.com/apachecn/Interview ``` ```zh https://kdn251.github.io/interviews/README-zh-cn.md ``` ```zh https://algorithm.yuanbin.me/zh-hans/?q= ``` ```zh https://github.com/labuladong/fucking-algorithm ``` ```en https://github.com/algorithm-visualizer/algorithm-visualizer ``` ```en https://github.com/aalhour/C-Sharp-Algorithms ``` ```en https://github.com/SolutionsDesign/Algorithmia ``` ```en https://github.com/OpenGenus/cosmos ``` ```en https://github.com/CyC2018/CS-Notes ``` ```en https://github.com/azl397985856/leetcode ``` ```en https://github.com/wolverinn/Waking-Up ``` ```en https://github.com/AobingJava/JavaFamily ``` ```en https://github.com/MisterBooo/LeetCodeAnimation ``` ```en https://www.keithschwarz.com/interesting/ ``` ```zh https://gitee.com/SnailClimb/JavaGuide ``` ```en https://github.com/dongyuanxin/blog ``` ```zh https://leetcode.wang/ ``` ```en https://github.com/Xunzhuo/OI_Sharing ``` ```en https://github.com/TheAlgorithms/Java ``` ```en https://github.com/greyireland/algorithm-pattern ``` ```en https://github.com/geekxh/hello-algorithm ``` ```en https://github.com/Xunzhuo/Algorithms-in-4-Steps ``` ```en https://github.com/halfrost/LeetCode-Go ``` ```en https://github.com/sephirothx/DStruct.NET ``` ```en https://github.com/justcoding121/Advanced-Algorithms ``` ```en https://github.com/ikesnowy/Algorithms-4th-Edition-in-Csharp ``` ```en https://github.com/pinefor1983/CS-Growing-book ``` ```en https://github.com/changgyhub/leetcode_101 ``` ```en https://github.com/youngyangyang04/leetcode-master ``` ```zh https://light-city.club/ ``` ```zh https://oi-wiki.org/ ``` ```en https://www.geeksforgeeks.org/advanced-data-structures/ ``` ```zh https://doocs.github.io/#/README_CN ``` ```en https://github.com/IceLanguage/LinHowe_GameAlgorithm ``` ```en https://github.com/afatcoder/LeetcodeTop ``` ```en https://www.scaler.com/topics/data-structures/ ``` ```en https://github.com/krahets/hello-algo ``` ```en https://github.com/WTFAcademy/WTF-zk ``` -------------------------------- ### Unity NPR: Japanese Style Cartoon Rendering (Basic) Source: https://github.com/killop/anything_about_game/blob/master/README.md A foundational guide to implementing Japanese-style cartoon rendering in Unity using NPR techniques. It likely covers basic shader principles and setup. ```APIDOC UnityNPR_JapaneseCartoonRendering_Basic: Description: A beginner's guide to achieving Japanese-style cartoon rendering in Unity. Key Concepts: - Cel Shading: Simulating distinct color bands based on light intensity. - Outlines: Adding black or colored outlines to objects. - Lighting: Simplified lighting models suitable for stylized visuals. Implementation Steps: 1. Create a new Unlit or Standard Shader in Unity. 2. Implement custom lighting calculations for cel shading (e.g., using dot products and step functions). 3. Add outline logic, potentially using vertex extrusion or post-processing effects. 4. Adjust material properties to fine-tune the visual style. Recommended Resources: - Unity Asset Store: Toony Colors Pro 2, Flat Kit ``` -------------------------------- ### Shader Tutorials (Xibanya) Source: https://github.com/killop/anything_about_game/blob/master/README.md A repository containing shader tutorials. This resource is likely aimed at teaching shader development through practical examples and explanations. ```General https://github.com/Xibanya/ShaderTutorials ``` -------------------------------- ### Source Generator Examples Source: https://github.com/killop/anything_about_game/blob/master/README.md A collection of examples demonstrating the practical application of Roslyn source generators in various C# and .NET scenarios. ```csharp // Example of a simple source generator using Microsoft.CodeAnalysis; [Generator] public class SimpleGenerator : ISourceGenerator { public void Execute(SourceGeneratorContext context) { context.AddSource("HelloWorld.cs", "public static class HelloWorld { public static string Message = \"Hello from Source Generator!\"; }"); } public void Initialize(InitializationContext context) { } } ``` -------------------------------- ### ShaderToy Examples Source: https://github.com/killop/anything_about_game/blob/master/README.md Examples and implementations related to ShaderToy, a platform for creating and sharing fragment shaders. This resource likely contains GLSL code for visual effects. ```GLSL https://github.com/CrowFea/ShaderToy ``` -------------------------------- ### 3D Game Shaders for Beginners Source: https://github.com/killop/anything_about_game/blob/master/README.md A resource aimed at beginners learning about 3D game shaders. It likely covers fundamental concepts and provides practical examples for creating shaders. ```General https://github.com/lettier/3d-game-shaders-for-beginners ``` -------------------------------- ### Game Server Framework Article Source: https://github.com/killop/anything_about_game/blob/master/README.md Articles and guides discussing the architecture and implementation of game server frameworks. ```English Game Server Framework Article ``` -------------------------------- ### ShaderLab Development Practice Source: https://github.com/killop/anything_about_game/blob/master/README.md Practical examples and guidance for developing shaders using Unity's ShaderLab language. This resource focuses on hands-on implementation and best practices. ```Unity https://shenjun4shader.github.io/shaderhtml/ ``` -------------------------------- ### Learn Unity Shader Source: https://github.com/killop/anything_about_game/blob/master/README.md A repository focused on learning Unity shader development. It likely contains tutorials, examples, and code snippets for mastering Unity shaders. ```Unity https://github.com/csdjk/LearnUnityShader ``` -------------------------------- ### Technical Writing and Style Guides Source: https://github.com/killop/anything_about_game/blob/master/README.md Resources for improving technical writing, including guides on Chinese technical documentation style, copywriting, typesetting, scientific writing, and tools like Heti and Typst. ```Technical Writing https://sivan.github.io/heti/ https://zh-style-guide.readthedocs.io/zh_CN/latest/index.html https://github.com/sparanoid/chinese-copywriting-guidelines https://github.com/xitu/gold-miner/wiki/%E8%AF%91%E6%96%87%E6%8E%92%E7%89%88%E8%A7%84%E5%88%99%E6%8C%87%E5%8C%97 https://github.com/writing-resources/awesome-scientific-writing https://github.com/wechatsync/Wechatsync https://github.com/zongpingding/All-About-TeX https://github.com/typst/typst https://github.com/HugoBlox/theme-academic-cv ``` -------------------------------- ### Unity Shader Demo Source: https://github.com/killop/anything_about_game/blob/master/README.md A demonstration project showcasing various shaders implemented in Unity. This provides visual examples of different shader capabilities. ```Unity https://github.com/KaimaChen/Unity-Shader-Demo ``` -------------------------------- ### Effective Questioning and Reporting Guides Source: https://github.com/killop/anything_about_game/blob/master/README.md Essential guides for effective communication in open-source communities and bug reporting. These resources cover how to ask smart questions, report bugs efficiently, and submit issues that are more likely to be addressed. ```Technical Communication https://github.com/ryanhanwu/How-To-Ask-Questions-The-Smart-Way https://github.com/seajs/seajs/issues/545 http://www.chiark.greenend.org.uk/~sgtatham/bugs-cn.html https://zhuanlan.zhihu.com/p/25795393 ``` -------------------------------- ### Irradiance Probes and Voxels Source: https://github.com/killop/anything_about_game/blob/master/README.md Implementations and examples of using irradiance probes and voxels for global illumination. ```APIDOC Irradiance Probes/Voxels: - WebGL Deferred Irradiance Volumes: https://github.com/pyalot/webgl-deferred-irradiance-volumes - Description: Implementation of deferred irradiance volumes in WebGL. - RTX Global Illumination (RTXGI) SDK: https://github.com/NVIDIAGameWorks/RTXGI - Unity Radiance Cache: https://github.com/Simoid/unity-radiance-cache ``` -------------------------------- ### Shader Knowledge Repository Source: https://github.com/killop/anything_about_game/blob/master/README.md A repository dedicated to shader knowledge, likely containing explanations, examples, and best practices for shader programming. Useful for both beginners and experienced developers. ```General https://github.com/pema99/shader-knowledge ``` -------------------------------- ### OpenGL Learning Resources Source: https://github.com/killop/anything_about_game/blob/master/README.md A compilation of resources for learning OpenGL, including tutorials, documentation, and guides covering various aspects of graphics programming with OpenGL. ```OpenGL https://github.com/wangdingqiao/noteForOpenGL https://github.com/eug/awesome-opengl https://learnopengl-cn.readthedocs.io/zh/latest/ http://www.opengl-tutorial.org http://ogldev.atspace.co.uk/index.html ``` -------------------------------- ### Creative Code Source: https://github.com/killop/anything_about_game/blob/master/README.md Resources and examples related to creative coding, often used for generative art, interactive installations, and unique visual experiences in games. ```English Creative Code ``` -------------------------------- ### Rider Source Generator Integration Source: https://github.com/killop/anything_about_game/blob/master/README.md Guides and examples for utilizing C# source generators effectively within the Rider IDE, streamlining the development process for generated code. ```csharp // No specific code snippet, but refers to IDE integration and workflow. // This documentation entry highlights the process of setting up and using source generators in Rider. ``` -------------------------------- ### Unity Basic Shader Tutorial Source: https://github.com/killop/anything_about_game/blob/master/README.md A tutorial covering the basics of shader development in Unity. This is suitable for beginners looking to understand fundamental shader concepts and implementation. ```Unity https://github.com/ipud2/Unity-Basic-Shader ``` -------------------------------- ### Unity Tutorials and Developer Experience Sharing Source: https://github.com/killop/anything_about_game/blob/master/README.md A collection of Unity tutorials and developer experience sharing, including insights into creating 'Enemies', using HairFX, cartoon-style digital humans, character presentation in engines, and HDRP digital idols. ```Unity https://www.bilibili.com/video/BV1zS4y1P7jC/ https://learn.u3d.cn/tutorial/Unity-HairFX-Tutorial https://learn.u3d.cn/tutorial/unity-making-digital-human-cartoon-style https://developer.unity.cn/projects/5ff27be7edbc2a60edd32ead https://developer.unity.cn/projects/5ea4e43cedbc2a0021a295db ``` -------------------------------- ### Awesome Unity Shader Collection Source: https://github.com/killop/anything_about_game/blob/master/README.md A curated list of high-quality Unity shader resources, including tutorials, libraries, and examples. This is a comprehensive starting point for Unity shader development. ```Unity https://github.com/QianMo/Awesome-Unity-Shader ``` -------------------------------- ### Compute Shader Examples and Tutorials Source: https://github.com/killop/anything_about_game/blob/master/README.md A collection of diverse compute shader implementations and learning materials, including Boids simulation, GPU-based sorting, particle systems, and fluid dynamics. ```Unity https://www.artstation.com/blogs/degged/ZV2q/compute-shaders-in-unity-multiple-kernels-computebuffers-cpu-gpu-data-flow https://www.artstation.com/blogs/degged/Ow6W/compute-shaders-in-unity-boids-simulation-on-gpu-shared-memory https://github.com/cinight/MinimalCompute https://github.com/luckyWjr/ComputeShaderDemo https://bitbucket.org/catlikecodingunitytutorials/basics-05-compute-shaders/src/master/ https://github.com/googlefonts/compute-shader-101 https://github.com/keijiro/NoiseBall6 https://github.com/Robert-K/gpu-particles https://github.com/Ninjajie/Fusion https://github.com/ellioman/Indirect-Rendering-With-Compute-Shaders https://github.com/EmmetOT/BufferSorter https://github.com/hiroakioishi/UnityGPUBitonicSort https://github.com/ruccho/BitonicPixelSorter https://github.com/krylov-na/Compute-shader-particles https://github.com/Rroxyy/Depth-To-Particle-Unity-Renderer-Feature https://github.com/IRCSS/Procedural-painting https://github.com/keijiro/Swarm https://github.com/voxell-tech/GPUClothSimulationInUnity https://github.com/TarAlacrin/HeightmapOnTheGPU https://github.com/Scrawk/GPU-GEMS-3D-Fluid-Simulation https://github.com/LouisBavoil/ThreadGroupIDSwizzling https://www.youtube.com/watch?v=0DLOJPSxJEg https://www.youtube.com/watch?v=0DLOJPSxJEg https://zhuanlan.zhihu.com/p/456696305 https://github.com/Gornhoth/Unity-Smoothed-Particle-Hydrodynamics https://github.com/aceyan/Unity3D_PBR_Path_Tracer https://github.com/happy-turtle/oit-unity https://github.com/candycat1992/OIT_Lab https://github.com/przemyslawzaworski/Unity-GPU-Based-Tetrahedralization https://github.com/fuqunaga/GpuTrail https://github.com/keijiro/ComputeMarchingCubes https://linebender.org/wiki/gpu/sorting/ https://github.com/TakeshiCho/GPU_Parallel_Reduction https://github.com/alvion427/PerroPastor https://github.com/etnlGD/UnityAstcGpuEncoder https://github.com/niepp/astc_encoder/ https://qiita.com/up-hash/items/76f6f879f3129bb1d23e https://github.com/aras-p/UnityGPUTexCompression https://github.com/kecho/ComputeUtils https://github.com/drzhn/UnityGpuCollisionDetection https://github.com/b0nes164/GPUPrefixSums https://github.com/b0nes164/GPUSorting https://github.com/b0nes164/ShaderOneSweep https://github.com/b0nes164/SimpleComputeShaderHashTable https://github.com/naelstrof/UnityPenetrationTech ``` ```Compute Shader https://github.com/googlefonts/compute-shader-101/blob/main/docs/glossary.md https://therealmjp.github.io/posts/breaking-down-barriers-part-1-whats-a-barrier/ https://logins.github.io/graphics/2020/10/31/D3D12ComputeShaders.html https://www.3dgep.com/learning-directx-12-4/#Compute_Shaders ``` ```HLSL https://www.youtube.com/watch?v=DZRn_jNZjbw ``` ```GLSL http://frankorz.com/2021/04/17/compute-shader/ https://anteru.net/blog/2018/intro-to-compute-shaders/ https://anteru.net/blog/2018/more-compute-shaders/ https://anteru.net/blog/2018/even-more-compute-shaders/ ``` ```C++ https://github.com/cinight/MinimalCompute ``` -------------------------------- ### Compute Shader for Unity Basics Source: https://github.com/killop/anything_about_game/blob/master/README.md A tutorial series covering the basics of compute shaders in Unity. ```Unity https://bitbucket.org/catlikecodingunitytutorials/basics-05-compute-shaders/src/master/ ``` -------------------------------- ### Hardware Resources for Gamers and Developers Source: https://github.com/killop/anything_about_game/blob/master/README.md A collection of websites that provide hardware reviews, news, and discussions relevant to gamers and developers. ```markdown - [anandtech](https://www.anandtech.com/) - [bit-tech](https://www.bit-tech.net/) - [hothardware](https://hothardware.com/) - [bjorn3d](https://bjorn3d.com/) - [hardforum](https://hardforum.com/) ``` -------------------------------- ### Unity DOTS (Data-Oriented Technology Stack) Examples Source: https://github.com/killop/anything_about_game/blob/master/README.md Examples and projects showcasing the use of Unity's DOTS for high-performance game development. ```Unity https://github.com/illogika-studio/DOTSoftheDead ``` -------------------------------- ### Prompt Engineering Guides and Resources Source: https://github.com/killop/anything_about_game/blob/master/AI.md A compilation of resources for prompt engineering, including guides, system prompts, and discussions on applying prompts in industrial contexts. ```GitHub/Zhihu https://baoyu.io/blog/google-prompt-engineering-whitepaper https://github.com/dair-ai/Prompt-Engineering-Guide https://github.com/EmbraceAGI/awesome-chatgpt-zh https://github.com/rockbenben/ChatGPT-Shortcut https://github.com/x1xhlol/system-prompts-and-models-of-ai-tools https://github.com/LouisShark/chatgpt_system_prompt https://github.com/jujumilk3/leaked-system-prompts https://github.com/asgeirtj/system_prompts_leaks https://github.com/wangxuqi/Prompt-Engineering-Guide-Chinese https://www.zhihu.com/question/495040812/answer/2924305333 https://github.com/microsoft/promptflow https://github.com/anthropics/courses https://github.com/anthropics/anthropic-cookbook https://reveai.org/ ``` -------------------------------- ### Shader Assembly and GPU Operation Source: https://github.com/killop/anything_about_game/blob/master/README.md Resources explaining how GPU shaders work, how to read shader assembly, and general principles of GPU programming. ```PDF https://aras-p.info/texts/files/2018Academy%20-%20GPU.pdf ``` ```APIDOC https://interplayoflight.wordpress.com/2021/04/18/how-to-read-shader-assembly/ ``` -------------------------------- ### Introduction to Compute Shaders Source: https://github.com/killop/anything_about_game/blob/master/README.md A foundational article introducing compute shaders and their capabilities. ```Compute Shader https://anteru.net/blog/2018/intro-to-compute-shaders/ ``` -------------------------------- ### Workflow Automation Tools Source: https://github.com/killop/anything_about_game/blob/master/README.md Resources for workflow automation, including links to documentation, GitHub repositories for tools like n8n, fastlane, Wexflow, and Bonsai-rx, as well as a Unity asset for automation. ```Workflow Automation https://wiki.eryajf.net/pages/2415.html#_1-%E7%B3%BB%E5%88%97%E6%96%87%E7%AB%A0%E3%80%82 https://github.com/n8n-io/n8n https://github.com/fastlane/fastlane https://github.com/aelassas/Wexflow https://bonsai-rx.org https://assetstore.unity.com/packages/tools/utilities/rocktomate-156311 ``` -------------------------------- ### Unity URP Toon Lit Shader Example Source: https://github.com/killop/anything_about_game/blob/master/README.md An example shader for Unity's Universal Render Pipeline (URP) demonstrating a toon lit shading model. ```HLSL // Example URP Toon Lit Shader Snippet // Shader "URP/ToonLit" { // Properties { // _BaseMap ("Base Map", 2D) = "white" {} // _Color ("Color", Color) = (1,1,1,1) // _CelSteps ("Cel Steps", Float) = 4 // } // SubShader { // Tags { "RenderPipeline" = "UniversalPipeline" "RenderType" = "Opaque" } // Pass { // HLSLPROGRAM // #pragma vertex Vert // #pragma fragment Frag // #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" // #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" // struct Attributes { // float4 positionOS : POSITION; // float3 normalOS : NORMAL; // float2 uv : TEXCOORD0; // }; // struct Varyings { // float4 positionCS : SV_POSITION; // float2 uv : TEXCOORD0; // float3 normalWS : NORMAL; // }; // CBUFFER_START(UnityPerMaterial) // TEXTURE2D(_BaseMap); // SAMPLER2D(_BaseMap_s); // float4 _BaseMap_ST; // half4 _Color; // float _CelSteps; // CBUFFER_END // Varyings Vert(Attributes input) { // Varyings output; // output.positionCS = TransformObjectToHClip(input.positionOS.xyz); // output.uv = TRANSFORM_TEX(input.uv, _BaseMap); // output.normalWS = TransformObjectToWorldNormal(input.normalOS); // return output; // } // half4 Frag(Varyings input) : SV_Target { // half4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, _BaseMap_s, input.uv) * _Color; // float NdotL = dot(normalize(input.normalWS), GetMainLight().direction); // float cel = floor(NdotL * _CelSteps) / _CelSteps; // return baseColor * cel * GetMainLight().color; // } // ENDHLSL // } // } // } ``` -------------------------------- ### Unity URP Toon Lit Shader Example Source: https://github.com/killop/anything_about_game/blob/master/README.md An example shader for Unity's Universal Render Pipeline (URP) demonstrating a toon lit shading model. ```APIDOC UnityURPToonLitShaderExample: Description: A sample shader for Unity's Universal Render Pipeline (URP) that implements a toon lit shading model. Purpose: - To provide a starting point for creating stylized, cel-shaded visuals within URP. Shader Features: - Cel Shading: Utilizes a stepped lighting approach. - Lighting Integration: Works with URP's lighting system. - Customization: Allows adjustment of parameters like cel steps and base color. Shader Properties: - _BaseMap: The primary texture for the material. - _Color: A color tint applied to the base texture. - _CelSteps: Controls the number of distinct lighting bands in the cel shading. Usage: - Create a new Shader Graph or HLSL shader file in a URP project. - Implement the toon lit logic as shown in the example. - Assign the shader to materials applied to GameObjects. Related Resources: - GitHub Repository: https://github.com/ColinLeung-NiloCat/UnityURPToonLitShaderExample ``` -------------------------------- ### Preparing for Deterministic Netcode Source: https://github.com/killop/anything_about_game/blob/master/README.md This resource discusses the preparation required for implementing deterministic netcode in games. Deterministic netcode ensures that all game clients arrive at the same game state given the same inputs, which is vital for synchronization. ```en https://yal.cc/preparing-your-game-for-deterministic-netcode/ ``` -------------------------------- ### Roslyn Source Code Generators with Examples Source: https://github.com/killop/anything_about_game/blob/master/README.md A repository showcasing various Roslyn source code generators with practical examples, covering a wide range of use cases and techniques. ```csharp // Example of a source generator that generates a constant string using Microsoft.CodeAnalysis; [Generator] public class ConstantStringGenerator : ISourceGenerator { public void Execute(SourceGeneratorContext context) { context.AddSource("Constants.cs", "public static class Constants { public const string AppName = \"MyAwesomeApp\"; }"); } public void Initialize(InitializationContext context) { } } ``` -------------------------------- ### Unity URP Toon Lit Shader Example (HDRP) Source: https://github.com/killop/anything_about_game/blob/master/README.md A shader example for Unity's High Definition Render Pipeline (HDRP) focusing on stylized and toon rendering. ```HLSL // Example HDRP Toon Lit Shader Snippet // Shader "HDRP/ToonLit" { // Properties { // _BaseMap ("Base Map", Texture) = "" {} // _BaseColor ("Base Color", Color) = (1,1,1,1) // _CelSteps ("Cel Steps", Float) = 4 // } // SubShader { // Tags { "RenderPipeline" = "HDRP" "RenderType" = "Opaque" } // Pass { // HLSLPROGRAM // #pragma vertex Vert // #pragma fragment Frag // #include "ShaderVariablesFunctions.hlsl" // #include "ShaderGraphFunctions.hlsl" // struct Attributes { // float4 positionOS : POSITION; // float3 normalOS : NORMAL; // float2 uv : TEXCOORD0; // }; // struct Varyings { // float4 positionCS : SV_POSITION; // float2 uv : TEXCOORD0; // float3 normalWS : NORMAL; // }; // TEXTURE2D(_BaseMap); // SAMPLER2D(_BaseMap_s); // float4 _BaseMap_ST; // half4 _BaseColor; // float _CelSteps; // Varyings Vert(Attributes input) { // Varyings output; // output.positionCS = TransformObjectToHClip(input.positionOS.xyz); // output.uv = TRANSFORM_TEX(input.uv, _BaseMap); // output.normalWS = TransformObjectToWorldNormal(input.normalOS); // return output; // } // half4 Frag(Varyings input) : SV_Target { // half4 baseColor = SAMPLE_TEXTURE2D(_BaseMap, _BaseMap_s, input.uv) * _BaseColor; // float NdotL = dot(normalize(input.normalWS), GetMainLight_Direction()); // float cel = floor(NdotL * _CelSteps) / _CelSteps; // return baseColor * cel * GetMainLight_Color(); // } // ENDHLSL // } // } // } ``` -------------------------------- ### Compute Shader Introduction Source: https://github.com/killop/anything_about_game/blob/master/README.md An introductory article explaining the concepts and applications of compute shaders. ```Compute Shader http://frankorz.com/2021/04/17/compute-shader/ ``` -------------------------------- ### GET vs. POST in HTTP Source: https://github.com/killop/anything_about_game/blob/master/README.md This article explains the differences between HTTP GET and POST methods, providing clear guidance for developers. Understanding these methods is fundamental for web application development. ```en https://mp.weixin.qq.com/s/BraxnIUJF4JGtIep0YiovA ``` -------------------------------- ### Compute Shader Video Tutorial Source: https://github.com/killop/anything_about_game/blob/master/README.md A video tutorial demonstrating compute shader concepts and implementation. ```Compute Shader https://www.youtube.com/watch?v=DZRn_jNZjbw ``` -------------------------------- ### Unity Tutorial Creation Tools Source: https://github.com/killop/anything_about_game/blob/master/README.md Assets for creating in-game tutorials and learning steps within Unity. These tools aim to simplify the process of guiding players through game mechanics. ```C# https://assetstore.unity.com/packages/tools/utilities/automatic-tutorial-maker-create-customizable-learning-steps-by-s-310196 ``` ```C# https://assetstore.unity.com/packages/tools/game-toolkits/tutorialmax-283888 ``` -------------------------------- ### Unity Grass Indirect Rendering Example Source: https://github.com/killop/anything_about_game/blob/master/README.md An example project demonstrating indirect rendering techniques for grass in Unity. This approach can improve performance by utilizing the GPU more effectively for rendering large scenes. ```Unity https://github.com/EricHu33/UnityGrassIndirectRenderingExample ``` -------------------------------- ### Blog Recommendations Source: https://github.com/killop/anything_about_game/blob/master/README.md A personal blog post recommending various blogs for developers and tech enthusiasts. ```en https://pema.dev/2022/07/29/blogsilove/ ``` -------------------------------- ### Honkai Impact 3rd Cel Shading Guide Source: https://github.com/killop/anything_about_game/blob/master/FamousGame.md A comprehensive guide to cel shading techniques as implemented in the game Honkai Impact 3rd, detailing the methods for achieving its distinctive art style. ```Chinese https://www.bilibili.com/video/BV1pt411w7jX ``` -------------------------------- ### Unity Cubemap Rendering Source: https://github.com/killop/anything_about_game/blob/master/README.md Techniques and examples for rendering cubemaps in Unity. ```C# https://github.com/frostbone25/Unity-Cubemap-Rendering ``` -------------------------------- ### Runtime Mesh Manipulation (Unity) Source: https://github.com/killop/anything_about_game/blob/master/README.md Guide on manipulating meshes at runtime in Unity. ```Unity https://www.raywenderlich.com/3169311-runtime-mesh-manipulation-with-unity ```