C# Async Task Notes
In 2025, writing asynchronous code with C# Async Tasks is a skill Unity developers can no longer avoid. Unity’s support for C# async tasks goes back as far as Unity 2017, …
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In 2025, writing asynchronous code with C# Async Tasks is a skill Unity developers can no longer avoid. Unity’s support for C# async tasks goes back as far as Unity 2017, …
Today is the only day on which I can write my annual reflection, so I am taking the opportunity to review this year’s progress and next year’s plans. Things I …
Introduction This post records how I used the Memoria mod for Final Fantasy 9 (FF9) to modify the shaders used by the game, giving its characters and scenes a completely different …
About the second half of the year At the beginning of August, I left the company where I had worked for nearly eight years. The reason was that, barring any surprises, I would be …
AMD FSR and NVIDIA DLSS are both upscaling technologies. They let a game render at a lower native resolution while retaining image quality similar to a higher resolution. In an …
This post is a short set of notes I organized after reading Digital Images: From File to Screen. The example images are reproduced directly from that article. My main goal is to …
In the previous post, I implemented normal and parallax mapping and worked through the TBN matrix. This time I continued with HDR and Bloom. Advanced Lighting—HDR Floating-point …
Continuing the previous post and following LearnOpenGL, this time I started implementing Normal Mapping. Advanced Lighting—Normal Mapping This section introduces the principles and …
.png) Why write OpenGL? One convenient thing about writing shaders in Unity’s Built-in Render Pipeline (BiRP) or URP is the large …
In the previous post, I gave a brief introduction to the advantages and disadvantages of multithreaded programming and the architecture of the Job System. This post introduces …
I recently finished all of Games104 on Bilibili. One lesson discussed multithreading and the Job System, so I decided to record some of the key points and introduce Unity’s …
When rendering more than ten thousand objects, it is common to use an API called Instanced Indirect. In Unity, this means calling Graphics.DrawMeshInstancedIndirect. Whether the …
Verlet integration is an integration method for Newton’s second law of motion. It is commonly used for cloth simulation and for effects such as ropes and ragdolls. I first …
The toon-rendering shader I made on a whim has been published for a while, so I am writing these notes to help organize my thoughts. Most Chinese-language resources about custom …
Toon rendering, also called NPR or toon shading, may be the rendering style most commonly used by Unity developers besides Unity’s built-in Standard shader. I wrote a …