Mr F
@guycalledfrank
Graphics programmer, indie game developer. Developed Bakery (a GPU lightmapper) and some other tools. Ex-PlayCanvas engine dev. Working on Faded: Other stuff:
I updated Bakery Standard shader (BiRP) and BakeryURPLit to support this feature. Bonus: you don't actually need to rebake your scenes, you can convert separate to triple maps on existing bakes.
Another little feature for today: when baking in full SH mode, you can force Bakery to pack all 3 extra maps in one (with some padding). It avoids using MaterialPropertyBlocks and slightly improves performance on all machines tested (didn't test mobile yet).
Another feature for today: finally managed to hack-ishly write most of the bake metadata into LightingDataAssets (instead of scripted arrays), you can enable it in project settings now. Didn't benchmark it yet, but it can potentially improve scene loading times.
Added experimental Multivolumes to the github version of Bakery. Long story short, it allows you to read all BakeryVolumes of the scene in 1 texture tap in shaders, so it doesn't break any batching, & sub-volumes can still move/rotate dynamically. Longer explanation is in the pic
The new patch actually just spawns a separate process for every GPU and bakes its own part of the lightmap there, which is not the most sophisticated approach, but since baking doesn't have real-time presentation constraints, it actually works pretty well...
Updated Bakery's new OptiX9 version to support baking on multiple GPUs in parallel (on github). Currently only affects raytracing passes (not blend/denoise, but its easy to add later). If you have multiple GPUs, you can try it! (I don't but 1 person tested it successfully so far)
Full NPCs can push each other with proper animations and physics, but I also had to make crowd characters somewhat pushable as well. They act like these silly balls. I put them to an implicit grid (one of my fav acceleration structures, can store 1 NPC per bit per row/column!)
...but not in Unity. As it turns out, PhysX supported non-ray wheels for about 10 years. It's mentioned in 2017 on Unity forum... discussions.unity.com/t/physx-v3-4... Yet Unity never exposed this abiltiy (even though they kept updating PhysX version).
Do you also dislike how Unity's WheelCollider only casts 1 center ray, so cars jump on every tiny bump? Did you also see 3rd-party assets doing like 16 rays per wheel and thought maybe it's kinda expensive? Did you know that PhysX can actually sweep convex shapes instead of rays? #gamedev
Light has stable world-space size done via this w*w dark magic. I remembered Humus' "phone-wire AA" using w for stable wire thickness, tried it here and it almost worked, but was still off... I squared it because it looked like it needs squaring, and it worked!
Slapped together a dialogue editor for my game in ~3 days, based on imgui-node-editor from thedmd (github.com/thedmd/imgui...). They were previously all just hardcoded inside NPC behaviours and it was a mess to read (+ nobody else could write them), so hopefully it was worth it!
RTPreview was also updated for compatibility: assetstore.unity.com/packages/too...
Bakery v1.97 is live on the Asset Store! assetstore.unity.com/packages/too... Better performance, colored transparencies, better light probes, presets, rotatable volumes and lots of other things. 🥨 #gamedev #raytracing #lightmaps
Hi, thanks! :) All your shaders need to do is here: geom.io/bakery/wiki/... ... I didn't mention ZWrite Off, as it's "obvious", but yeah... good point - will add it to the docs now.