Pixel-Perfect Fog Of War

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Pixel-Perfect Fog Of War is a Line-Of-Sight tool, perfect for RTS style games like Company of Heroes 2, Mobas like dota 2, or impostor style games like among us. Unlike most line of sight solutions, Pixel-Perfect Fog Of War uses no render textures, and produces Pixel-Perfect results. Maximum performance is acheived through the C# jobs system and burst compiler.

Fog Of War

Ultimate Scopes and Red Dot Shaders

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Ultimate Scopes and Red Dot Shaders are a collection of shaders I made to simulate the effect of a rifle scope and red dot sights in unity. In order to ensure accuracy, they were created from the ground up using real scopes as references.

Fog Of War

Milk_Instancer

Indirect rendering using DrawMeshInstancedIndirect

When the terrain details for SRP "feature" unity gave us in 2021.2 was garbage (i mean seriously, if your model is exported from blender it gets painted on sideways), I knew my only options were to turn to the asset store, or to do it myself. Milk_Instancer supports every render pipeline, has wind shader examples, and Shadergraph/ Amplify Shader Editor nodes to make your own shaders work with it. Features include prefab painting, frustum culling, occlusion culling (hdrp only for now), and more.

milk-instancer
CoRSkinning

CoR Skinning

An alternative skinning algorithm to preserve mesh volume

Standard Linear Blend Skinning (LBS) is a tried and true algorithm for mesh skinning, that many engines, including unity and unreal engine, use. However, there are some drawbacks to this method. In extreme cases, the algorithm can lead to whats called "candy wrapper" artifacts, which causes the mesh to lose volume while skinning. Optimized Center Of Rotation (CoR) aims to fix this issue by precumputing better centers of rotation.