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Mr F

@guycalledfrank.bsky.social

Graphics programmer, indie game developer. Developed Bakery (a GPU lightmapper) and some other tools. Ex-PlayCanvas engine dev. Working on Faded: https://linktr.ee/fadedthegame Other stuff: https://ndotl.wordpress.com/cv/

1,238 Followers  |  101 Following  |  121 Posts  |  Joined: 16.08.2023  |  2.2329

Latest posts by guycalledfrank.bsky.social on Bluesky

Nice!
How are the blobs applied though? Are they computed inside the receiver's pixel shader? In a loop? Or multipass with blend? Or deferred? Or...

07.10.2025 19:42 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Totally normal skinning

07.10.2025 11:54 β€” πŸ‘ 107    πŸ” 18    πŸ’¬ 3    πŸ“Œ 1
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RTPreview was also updated for compatibility:

assetstore.unity.com/packages/too...

04.10.2025 12:39 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Bakery - GPU Lightmapper (changelog) Bakery - GPU Lightmapper Changelog v1.1 - Added support for custom shaders (Meta Pass). Includes any procedural albedo and emission. Opacity maps are still taken by name. - Added HDRP and LWRP suppor...

Full changelog: docs.google.com/document/d/1...

04.10.2025 12:38 β€” πŸ‘ 3    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Bakery v1.97 is live on the Asset Store!
assetstore.unity.com/packages/too...

Better performance, colored transparencies, better light probes, presets, rotatable volumes and lots of other things.

πŸ₯¨

#gamedev #raytracing #lightmaps

04.10.2025 12:38 β€” πŸ‘ 48    πŸ” 11    πŸ’¬ 1    πŸ“Œ 1
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The performance impact of vertex shader exports Following up on the previous post on GPU utilization and performance, and to provide a practical example, I expanded a bit on a topic discussed in brief: vertex shader exports and their impact on p…

Continuing on the topic of GPU utilisation and performance, as a practical example, I looked a bit deeper into the impact of vertex shader exports on the cost of a drawcall and wrote another blog post with some observations interplayoflight.wordpress.com/2025/09/21/t...

21.09.2025 20:05 β€” πŸ‘ 50    πŸ” 13    πŸ’¬ 2    πŸ“Œ 0
Github access - Bakery GPU Lightmapper: Wiki

Github access is here if you have the Store one: geom.io/bakery/wiki/...

28.09.2025 10:18 β€” πŸ‘ 4    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Bakery - GPU Lightmapper (changelog) Bakery - GPU Lightmapper Changelog v1.1 - Added support for custom shaders (Meta Pass). Includes any procedural albedo and emission. Opacity maps are still taken by name. - Added HDRP and LWRP suppor...

So, I’m preparing the new Asset Store version (v1.97) for Bakery. Current changelog is here: docs.google.com/document/d/1...

If you can test the latest github version (which is basically what’s gonna land on the store), just to make sure nothing suddenly broke, that would help a lot! πŸ™‚

28.09.2025 10:18 β€” πŸ‘ 9    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Video Game Blurs (and how the best one works) How to build realtime blurs on the GPU and how the best blur algorithm works - "Dual Kawase"

Another stunner.

"Video Game Blurs (and how the best one works)"
blog.frost.kiwi/dual-kawase/

27.09.2025 01:28 β€” πŸ‘ 44    πŸ” 8    πŸ’¬ 0    πŸ“Œ 0

Additional important note: Light Filter meshes still receive diffuse lighting as any other lightmapped objects. Not visible on my video because I'm using a simple multiply-blend shader, but you can sample lightmaps on them (make a dusty stained glass?)

11.09.2025 20:51 β€” πŸ‘ 5    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0

Important notes:
- It tints all direct/indirect rays, but doesn't scatter them. For that try Bakery's SSS feature instead.
- Works with all directional modes, light types, GI, probes, volumes.
- In Shadowmask mode, as masks are assumed grayscale, only R channel is used

11.09.2025 19:32 β€” πŸ‘ 11    πŸ” 1    πŸ’¬ 1    πŸ“Œ 0

So it works now!
If you have Bakery, can you try getting the latest github patch and using it?
Add "Bakery Light Filter" component to an object to make it act like stained glass πŸ˜‹
(video from RTPreview for fanciness, but it looks the same when baked)
#gamedev

11.09.2025 19:31 β€” πŸ‘ 278    πŸ” 67    πŸ’¬ 5    πŸ“Œ 1
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Oh boy, got the textures hooked up

08.09.2025 16:16 β€” πŸ‘ 22    πŸ” 2    πŸ’¬ 0    πŸ“Œ 1
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(excuse the noise)

07.09.2025 22:51 β€” πŸ‘ 12    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Hacking around some translucent colored shadows for Bakery & RTPreview...

07.09.2025 22:12 β€” πŸ‘ 33    πŸ” 2    πŸ’¬ 1    πŸ“Œ 0

Slides from my SIGGRAPH 2025 and CEDEC 2025 talks β€œFast as Hell: idTech 8 Global Illumination”, are now publicly available through the Advances in Real-Time Rendering in Games course. Lecture recordings will be available soon on the course's YouTube channel.

26.08.2025 12:52 β€” πŸ‘ 99    πŸ” 26    πŸ’¬ 1    πŸ“Œ 0

Yeah... mostly to prevent any floating issues when re-transforming vertices.

A validation script should probably check for renderer.bounds.center?

02.09.2025 07:05 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Hi, thanks! :)
All your shaders need to do is here: geom.io/bakery/wiki/...

... I didn't mention ZWrite Off, as it's "obvious", but yeah... good point - will add it to the docs now.

02.09.2025 07:02 β€” πŸ‘ 1    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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wave_tracer 0.1 released
wavetracer.dev

wave_tracer combines path tracing and wave optics in a novel way, for practical general-purpose wave simulations across a variety of EM modalities and applications.

30.08.2025 15:23 β€” πŸ‘ 89    πŸ” 21    πŸ’¬ 1    πŸ“Œ 1
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GPU utilisation and performance improvements Drill deep into a GPU’s architecture and at its heart you will find a large number of SIMD units whose purpose is to read data, perform some vector or scalar ALU (VALU or SALU) operation on i…

New blog post discussing a few approaches to bottleneck reduction and GPU utilisation and performance increase interplayoflight.wordpress.com/2025/08/29/g...

29.08.2025 19:52 β€” πŸ‘ 101    πŸ” 24    πŸ’¬ 1    πŸ“Œ 0

Great Siggraph 2025 presentation of Gran Turismo's tonemapping pipeline, which also includes a fantastic introduction to light perception and tonemapping, its origins and how it evolved over the years with display technology, recommended read: blog.selfshadow.com/publications...

14.08.2025 20:35 β€” πŸ‘ 108    πŸ” 33    πŸ’¬ 1    πŸ“Œ 3
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Bakery is on sale again?? A summer sale they say?

✨πŸ₯¨May I interest you in some fresh warm baked global illumination?πŸ₯¨πŸ’–

assetstore.unity.com/packages/too...

#gamedev

12.08.2025 18:40 β€” πŸ‘ 40    πŸ” 15    πŸ’¬ 0    πŸ“Œ 2
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Other programmers become goose farmers, and I became a hobbyist tomato farmer :D
First harvest, here we go...

10.08.2025 10:22 β€” πŸ‘ 16    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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Along the river Gradac, near Valjevo πŸ’š

04.08.2025 16:56 β€” πŸ‘ 26    πŸ” 3    πŸ’¬ 2    πŸ“Œ 0
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Shadertoy

The terrain above is based on an erosion noise implemented by clayjohn and Fewes in this Shadertoy:
www.shadertoy.com/view/7ljcRW

It's really impressive, more people doing terrain generation should know about it!
#ProcGen

20.07.2025 12:16 β€” πŸ‘ 86    πŸ” 21    πŸ’¬ 2    πŸ“Œ 0

😒

31.07.2025 19:39 β€” πŸ‘ 0    πŸ” 0    πŸ’¬ 1    πŸ“Œ 0
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Using Bakery realtime preview by @guycalledfrank.bsky.social to check area lights... to be baked into volumes for Light Volumes by @sim.red ... to THEN be used to provide the walls, fog and avatars in #VRChat with realtime light information from the screen.
The FUTURE baby~ Β¦D

30.07.2025 11:53 β€” πŸ‘ 18    πŸ” 3    πŸ’¬ 1    πŸ“Œ 0

Did you know that GetWindowRect returns -32000 for a minimized window position?
And it's not mentioned in msdn docs.
Well, now you know.

30.07.2025 10:49 β€” πŸ‘ 6    πŸ” 0    πŸ’¬ 0    πŸ“Œ 0
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How to speed up random memory accesses | Sebastian SchΓΆner At some point when optimizing software, you are left with a soup of pointers that you just have to dereference, even though you know that you are going to suffer a cache miss for every single read. Co...

How to speed up random memory accesses
blog.s-schoener.com/2025-07-28-r...

29.07.2025 11:12 β€” πŸ‘ 24    πŸ” 3    πŸ’¬ 1    πŸ“Œ 1

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