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2025年6月16日 星期一

GodViewFakeDOF: Introducing Blur Rect Height Ratio for Better Performance

 
Although GodViewFakeDOF already supports Mask Filter, it still processes the entire screen’s pixels.
This can easily lead to performance bottlenecks when using a high Render Scale and setting Blur Quality to High.


2025年6月7日 星期六

Optimizing SSAO on Mobile: Introducing EdgeDownSample in MobileSSAO (SmallBurger Assets)


On mobile platforms, SSAO (Screen Space Ambient Occlusion) has always been a performance-intensive visual effect.

In MobileSSAO, we have already optimized the PreDepthNormalPass using MRT (Multiple Render Targets), but under high-quality settings with increased Sample Count, performance bottlenecks can still be noticeable.
This is especially true on mid-to-low-end devices such as the Galaxy S8, where achieving a balance between visual quality and smooth frame rates remains a key challenge.

To address this, we’ve introduced a new feature in this update: EdgeDownSample.
This is a flexible SSAO optimization technique that maintains high Sample Count in the center of the screen, while dynamically reducing SSAO sampling costs along the edges of the screen, resulting in significantly improved performance.

2025年5月28日 星期三

ScriptableRenderPass to RenderGraph: Smooth Transition in Unity 6 URP


With the official release of Unity 6 LTS, RenderGraph is no longer an experimental toy—it has become a significant evolution in Unity’s rendering pipeline. For developers using the Universal Render Pipeline (URP), how to seamlessly transition from the traditional ScriptableRenderPass to RenderGraph has become a hot topic.

2025年5月23日 星期五

Try It Now – MobileSSAO Now Supports RenderGraph (Unity 6 Ready!)


We’re excitgd to announce the latest update to **MobileSSAO**:
  1. ✅ Fixed an issue where shader variants might fail to compile.  
  2. ✅ Added initial support for the new RenderGraph pipeline (tested in Unity 2022.3.x and newer).  
  3. ✅ Fully tested and verified in both Unity 2022.3.x and Unity 6.0.
This update ensures smooth compatibility with current and next-gen Unity versions, while maintaining maximum performance for mobile platforms.

MobileSSAO Asset

SmallBurgertAssets

2025年5月12日 星期一

A Tribute to Ghost of Tsushima: Creating a High-Quality, Mobile-Friendly GPU Grass System

GPUGrassBladePainter

The vegetation system in Ghost of Tsushima left a lasting impression on me. Its rice-plant-like grass blade design avoids the common unnatural look of billboards and eliminates the visual flaws of cross-plane meshes when viewed from above. This became the starting point for developing GPUGrassBladePainter—my goal was to create a grass system capable of delivering similar visual quality on mobile platforms.

DepthEdgeFlow — Geometry-Free Soft Edge FX for Unity URP

Simulate shoreline motion and fog boundaries using depth reconstruction and noise, without any vertex displacement, tessellation, or raymarching. Optimized for mobile platforms.

Simulating shoreline transitions in Unity often involves vertex displacement or mesh tessellation —
which can be expensive or even impractical on mobile platforms.

That’s what led me to design a screen-space alternative I now call **DepthEdgeFlow** —
a technique born from my ongoing effort to bring geometry-free solutions to real-time mobile graphics.

Let’s take a look at how it works, starting from a common shoreline scenario.


Traditional oceans have a situation where the triangle count is even higher.

Optimizing Performance through InstanceCollector

 


As SRP Batch technology has advanced, Unity’s automatic instancing feature is often disabled, leading to performance degradation when rendering a large number of objects.