rob cupisz
Tech Lead at Unity Demo Team. Rendering, tech art. Lighting, VFX. Time Ghost, Enemies, The Heretic, Adam
twitter.com/robcupisz
- For the love of our eyeballs, do not align your ember particles to velocity! Don’t give them that comet texture either, ugh. Let’s make ✨physically based flying embers✨ A Unity vfx graph implementation and explanation below. 🧵
- This is my vfx test scene for Time Ghost, the Unity demo we’ve shown recently. The escape sequence needed tons of flying embers. Usually out of focus to some degree, and motion blurred, as that’s how we’re used to seeing them on screen. repo: github.com/robcupisz/fl...
- Needed to hold up close to the camera as well
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View full threadPerformance: some more alu in per particle output compute, and more alu per pixel, but no texture read. No extra attributes needed. You’d struggle to measure any perf delta, even with tons of embers covering the screen, as other costs dominate (particle compute, vertex, blend).
- First Time Ghost scenes released! ✨ We’ve just published two projects: showcasing the character and the grassy environment scene. Have a look at the real-time hair simulation…
- …from our latest, equally real-time, Unity demo: youtu.be/o1JIK5W3DRU
- …also featuring ML-based cloth deformation, running in Unity Sentis. Download: assetstore.unity.com/packages/slu... Some tech details: discussions.unity.com/t/making-of-...
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View full threadSome tech details: discussions.unity.com/t/making-of-...