Taking a picture from your camera to apply on a Material or sharing your best score with a screenshot of your game are certainly common features many developers want to handle quickly and easily.
MobileKit for iOS & Android 05.28.2016
A dedicated page is now available at
BR9732.COM Blade Runner 9732 09.30.2014
August 10, 2014
Lots of metaballs can be heavy for a CPU process. I absolutely wanted to implement a compute shader approach of it … to see what are the possibilities in Unity to get a real-time fluid effect.
Fluids through Marching Cube algorithm 08.10.2014
I made a better definition video about my last GPU experiment. At this state, this point sprite particle systems receive light from Unity 5.5 pipeline and it is now full integrated with forward rendering.
Black Hole 0.1 to Newtonian Sandbox 05.16.2014
August 2, 2014
Have you ever tried to instantiate thousands of animated skinned meshes in a Unity Scene?
GPU SkinnedMesh Instancing 08.02.2014
July 20, 2013
I was already fascinated by the power of stars when I was a little boy.
With Computer Graphics technology, I can now simulate at home what I always wanted to see and to play with. SuperNova 0.1 07.20.2013
April 16, 2014
I planned to develop this some weeks ago and after a deep learning of every aspect of Unity blend modes and multi-passes, I finally did something realistic and quite light for the GPU.
Wet Glass Shader 04.16.2014
August 11, 2014
UIToolKit was a set of lite UI components for Unity. It helps you to design your interface directly in the editor by simply dropping components on your scene, add some easy scripts to interact with them and customize them with your own styles and images.
UIToolKit Discontinued 08.11.2014
December 30, 2013
Here is a short demo of my last gpu development involving particles and physics.
Katana Particle System 12.30.2013
For 6 months now I try to generate a huge amount of particles and interact with them physically.
DirectX 11 Compute Shaders Experiments 07.08.2013