Pre Endwalker Entries

Entry 1 SE announced the next expansion for Final Fantasy XIV was named “Endwalker”(EW). It meant to be the end of the saga between Zodiark and Hydaelyn. In the teaser trailer, WoL became the PLD and walked on the moon. It seems that Garlemald is not the only map we’ll going to visit, but also the moon itself. Alphinaud also revealed his new power from the new shield healer job, Sage....

December 3, 2021 · Kyle Fang

TA Log 11292021

Compute Shader It transfers some computation from CPU to GPU by HLSL code. Hence the name has “compute” and “shader”. References: Getting Started with Compute Shaders in Unity: https://www.youtube.com/watch?v=BrZ4pWwkpto Coding Adventure: Compute Shaders: https://www.youtube.com/watch?v=9RHGLZLUuwc&list=LL2T54R7-vJmcMBzcaTL_oBw GPU Ray Tracing in Unity: http://three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/ Unity Documentation: https://docs.unity3d.com/Manual/class-ComputeShader.html Compute Shader are programs that run on the graphic card, outside of the normal rendering pipeline. It works on: Android: OpenGL ES 3.1, iOS: Metal Compute Shader Assets...

November 29, 2021 · Kyle Fang

TA Log 11082021

Blom like an artist: Bloom Like an Artist Circular Progress Bar https://bgolus.medium.com/progressing-in-circles-13452434fdb9 ATan vs. ATan2 $$ \tan{\alpha} = \frac{\sin{\alpha}}{\cos{\alpha}} $$ and we have Quadrant Angle sin cos tan ------------------------------------------------- I 0 < α < π/2 + + + II π/2 < α < π + - - III π < α < 3π/2 - - + IV 3π/2 < α < 2π - + - Only knowing tangent doesn’t give exact quadrant, so we need atan2()....

November 8, 2021 · Kyle Fang

TA Log 11012021

Unity Lighting System Direct light is light that is emitted, hits a surface and is then reflected directly into a sensor. Indirect light is all other light that is ultimately reflected into a sensor, including sky light. Reali-time lighting is calculated at runtime, while baked lighting is calculated in advance and is saved as lighting data. Unity: Render Feature Blit https://forum.unity.com/threads/apply-effect-to-objects-on-specific-layer-using-stencil-solved.841150/ https://forum.unity.com/threads/has-anyone-ever-gotten-a-stencil-buffer-to-copy-with-commandbuffer-blit.432503/ In URP’s custom render feature pass, Blit doesn’t pass the depth/stencil when blitting a color texture....

November 1, 2021 · Kyle Fang

TA Log 10182021

Sprite Billboard https://www.reddit.com/r/Unity3D/comments/ahqbod/a_billboard_sprite_shader_in_only_one_axis/ To make the sprite look at the camera all the time (billboard)_ View space is a rotated version of world space with the xy plane parallel to the view plane. It’s intuitive to make the billboard in here. First we transform the origin in the view coordinates and then float4 newVertex = mul(UNITY_MATRIX_P, mul(UNITY_MATRIX_MV, float4(0.0, 0.0, 0.0, 1.0)) + float4(input.vertex.x, input.vertex.y, 0.0, 1.0)); We can also cancel out the rotation before the model matrix and then apply the view matrix....

October 21, 2021 · Kyle Fang