Skip to content
Bronson Zgeb

Bronson Zgeb

Unity Expert, Teacher, Friend

  • Home
  • Games
  • Mailing List
  • Twitter
  • Instagram
  • Github
  • Contact
Scene Selector Tool
Posted in Editor Tools, UI, Unity Programming

Scene Selector Tool

  • bronson
  • posted on August 21, 2021August 21, 2021
  • 12 Comments
In this article, we’ll build a custom editor window to streamline scene navigation in our project. Along the way, we’ll learn about custom menu items and the ScriptableSingleton class and
Read More
Place Object Editor Tool
Posted in Editor Tools, UI, Unity Programming

Unity Editor Tools: The Place Objects Tool part 2

  • bronson
  • posted on August 14, 2021August 14, 2021
  • No Comment
In this post, we’ll complete the Place Objects Editor Tool from the previous post. If you haven’t read that post, you can find it here. In the last post, we covered the main tool
Read More
Place Object Editor Tool
Posted in Editor Tools, Unity Programming

Unity Editor Tools: The Place Objects Tool

  • bronson
  • posted on August 8, 2021August 8, 2021
  • 6 Comments
In this article, we’ll develop a custom editor tool to streamline placing objects in the scene. We’ll cover several helpful editor APIs, including EditorTool, PrefabUtility, Handles and
Read More
HDRP Pixelate Example
Posted in Compute Shaders, Graphics, Unity Programming

Pixelate Filter in HDRP using Compute Shaders

  • bronson
  • posted on August 1, 2021August 14, 2021
  • 4 Comments
In this article, we’ll complete the trifecta and port our Pixelate image filter to HDRP. If you haven’t yet, I recommend reading the first post first to understand the full
Read More
URP Pixelate Filter Example
Posted in Compute Shaders, Graphics, Unity Programming

Pixelate Filter in URP using Compute Shaders

  • bronson
  • posted on July 25, 2021July 25, 2021
  • No Comment
This article will use the pixelate image filter from the previous post but in URP, the Universal Render Pipeline. We’ll set up a ScriptableRendererFeature and ScriptableRenderPass to run the
Read More
Pixelate Filter Example
Posted in Compute Shaders, Graphics, Unity Programming

Pixelate filter: post-processing in a compute shader

  • bronson
  • posted on July 17, 2021July 17, 2021
  • 3 Comments
In this article, we explore post-processing by writing a pixelate filter using a compute shader. How does post-processing work? At its core, Post-processing, aka image processing or image filters,
Read More
Posted in Graphics, Unity Programming

Mesh Deformation in Unity

  • bronson
  • posted on July 10, 2021July 10, 2021
  • 6 Comments
In this article, I explore mesh deformation using a custom vertex shader. Andy Saia’s GDC talk on mobile effects inspired this post. If you’re interested, I linked that talk at the end of
Read More
Posted in Compute Shaders, Unity Programming

A Simple GPU-based Drawing App in Unity

  • bronson
  • posted on July 3, 2021July 3, 2021
  • 3 Comments
This week I’m escaping the complicated world of voxels for a bit to do something lighter. We’re building a simple GPU-based drawing app. What does that mean? A drawing app that runs
Read More
Posted in Compute Shaders, Graphics, Unity Programming

Volumetric Heat Diffusion for Automatic Mesh Skinning

  • bronson
  • posted on June 26, 2021June 26, 2021
  • 8 Comments
I wanted to use the GPU-based mesh voxelizer we previously wrote to implement an automatic skinning algorithm. We’ll use a heat diffusion algorithm to radiate heat through the voxels to tie
Read More
Suzanne's Inner Voxels
Posted in Compute Shaders, Graphics, Unity Programming

GPU Mesh Voxelizer Part 5: Filling the inner voxels

  • bronson
  • posted on June 19, 2021June 19, 2021
  • 2 Comments
In this article, we’ll fill the inside voxels of our voxelized mesh. Doing this will complete our GPU-based mesh voxelizer. To do this, we’ll implement the Möller-Trumbore algorithm for
Read More

Posts navigation

1 2 3 4

About

Hi, I’m Bronson Zgeb, a game developer. I founded a studio called BrightWorm.

Previously, I worked on games like GNOG, Lara Croft GO: The Mirror of Spirits and Please Don’t, Spacedog!.

In the past, I co-founded the studio KO_OP. Between then and now, I also worked for Square Enix Montreal and Unity.

Guest Blog Posts

#unitytips roundup blog 2021

Persistent Data in Unity

Become a better Unity Developer 2020

Talks

Unite Now 2020: Persistent Data

Unite Now 2020: Profiler Stats at Runtime

MEGAMIGS 2020: Mobile games in Unity

Copyright © 2020 All Rights Reserved.  Theme By Mrtemplates