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À partir d’avant-hierKeijiro's Dev Log

Now VFX Graph supports skinned mesh sampling, so I updated an...



Now VFX Graph supports skinned mesh sampling, so I updated an old sample project (Smrvfx) to use the built-in feature. https://github.com/keijiro/Smrvfx

Now VFX Graph supports skinned mesh sampling, so I updated an...





Now VFX Graph supports skinned mesh sampling, so I updated an old sample project (Smrvfx) to use the built-in feature. https://github.com/keijiro/Smrvfx

Now VFX Graph supports vertex modification via Shader Graph, so...





Now VFX Graph supports vertex modification via Shader Graph, so I can use vertex animation in VFX particles. https://github.com/keijiro/VfxGraphTestbed2

Now VFX Graph supports vertex modification via Shader Graph, so...



Now VFX Graph supports vertex modification via Shader Graph, so I can use vertex animation in VFX particles. https://github.com/keijiro/VfxGraphTestbed2

Added Ring and Disc shapes to Metamesh (procedural mesh...



Added Ring and Disc shapes to Metamesh (procedural mesh generator as null data importer) https://github.com/keijiro/Metamesh

I started creating a small collection of custom nodes...



I started creating a small collection of custom nodes (sub-graphs) for Unity Shader Graph. At the moment, it only has gradient noise (classic Perlin and simplex) nodes and UV grid line node. https://github.com/keijiro/ShaderGraphAssets

Now I can run Unity Linux builds on WSL via WSLg. Nice.



Now I can run Unity Linux builds on WSL via WSLg. Nice.

Drawing decimal numbers with Uxn. It’s easy to implement...



Drawing decimal numbers with Uxn. It’s easy to implement as Uxn has MUL/DIV instructions. I feel a bit of guilt about using them, though. https://github.com/keijiro/uxn-sketches/blob/main/decimal.tal

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