Tag: Rendering
All the articles with the tag "Rendering".
A Render Pipeline Is an Asset, and Built-In Is What's Left When the Field Is Empty
I read Unity's introduction to render pipelines. I had it filed as picking one of three, but following the docs it turns out Built-In isn't something you pick — it's what remains when you've assigned nothing.
Thirteen Built-In Shader Examples: The Further Down the List, the Less Ports to URP
Unity's thirteen official HLSL shader examples are all Built-In only. The first few port to URP by renaming things; from lighting onward it's a rewrite. I mapped them one by one — and found a line I got wrong in the previous post.
Three Forks Later, an Official Version Appeared
I saved the README of a URP glitch effect package. Open that repository now and it carries a notice that the author has stopped updating it, pointing at keijiro's official URP version.
I Wondered What a Wave Front Was — It Was a Wavefront
I checked the Korean machine translation of Unity's GPU optimization how-to against the English original. Terms split within a single document, and the Frame Debugger note isn't a translation problem — the original says it too.