UWA·Sep 2, 2022Screen Post Processing Effects Chapter 4: Kawase Blur and Its ImplementationThe optimization idea of the Box Blur algorithm mentioned in the previous section is to reduce the time complexity to a constant level for…
UWA·Jul 13, 2022How to Package Unity Built-in Assets to Avoid RedundancyRead the full contents: https://blog.en.uwa4d.com/2022/07/07/how-to-package-unity-built-in-assets-to-avoid-redundancy/
UWA·Jun 22, 2022Physically Based Rendering — More Accurate Microsurface Distribution Function GGXIn the microsurface model article we introduced last time, we mentioned that there are a function Rs in the model that simulates the…
UWA·Jun 16, 2022Addressable Editor Related Development Issues(https://blog.en.uwa4d.com/2022/06/16/addressable-editor-related-development-issues/)
UWA·May 27, 2022Open World Tree Shadow Scheme CollectionThis is an excerption from https://blog.en.uwa4d.com/2022/05/26/open-world-tree-shadow-scheme-collection. To read the full content, please…
UWA·Mar 31, 2022An idea of Shader variant collection and packaging compilation optimization1. What is a Variant?
UWA·Mar 9, 2022In-depth Analysis of Unity Loading Module Ⅱ: ShaderWe will discuss the loading efficiency of Shader resources for you today.
UWA·Mar 4, 2022Unity Performance Optimization Ⅶ: PhysicsThe physics module time cost in Unity’s own physics engine mainly comes from FixedUpdate.PhysicsFixedUpdate and ray detection and collision…
UWA·Feb 8, 2022Analysis on the Slow Loading of AnimationClip under PCIn order to solve the problem of the redundancy of the animation FBX Mesh, the project took measures to cut out the animation, which solved