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Slice And Dice: Tessellation in Unity HDRP

Slice And Dice: Tessellation in Unity HDRP

by Gigatank3000 Team | Oct 15, 2022 | Uncategorized

Ever wanted to add a ton of detail to a texture or model in a few easy steps? Tessellation in the HDR pipeline is right up your alley then. Tessellation is simply cutting a model into small pieces that fit together in a grid without gaps. We’ll be continuing...
Lights, Cameras, Action: Composing A Shot In Unity With Cinemachine

Lights, Cameras, Action: Composing A Shot In Unity With Cinemachine

by Gigatank3000 Team | Oct 12, 2022 | Uncategorized

So you’ve decided to make a cinematic in Unity but haven’t a clue where to start. Wonder no more, Cinemachine (learn more here) to the rescue! As the premiere package for composing shots in Unity for cinematic and gameplay cameras allowing you to make dynamic and...
Raised Surfaces: Height Map And Pixel Displacement With Unity HDRP

Raised Surfaces: Height Map And Pixel Displacement With Unity HDRP

by Gigatank3000 Team | Oct 9, 2022 | Uncategorized

Leveraging the High Defintion Render Pipeline to make your game stand out is easier to do than you realize. In this tutorial we’ll work on giving your flat textures in the HDR Pipeline more depth and make them pop out using height map and pixel displacement...
Measure Twice, Cut Once: How To Use Pre-visualization Elements For Your Game

Measure Twice, Cut Once: How To Use Pre-visualization Elements For Your Game

by Gigatank3000 Team | Oct 6, 2022 | Uncategorized

As you make more and more complex games, operate in teams, or just put your ideas on to paper it becomes increasingly important to plan out games that extend out past a single level. One of the most important tools in your planning toolbox is often referred to...
Pipeline Punchout: Universal Render Pipeline Or High Definition Render Pipeline

Pipeline Punchout: Universal Render Pipeline Or High Definition Render Pipeline

by Gigatank3000 Team | Oct 4, 2022 | Uncategorized

When starting a Unity project you are often presented which a few choices on where to begin: Core (or Standard Pipeline which is being deprecated), High Definition Render Pipeline(HDRP) and Universal Render Pipeline (URP) but which do you pick? We’re gonna...
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Recent Posts

  • Total Control: Combining Cinemachine and Timeline In Unity
  • Tracks On Tracks: Track Types In Unity Timeline
  • Structurally Sound: Structs and Memory Management
  • Clockwork Animated: Using Timeline Animations
  • First Class Ticket: Classes In Unity

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