Procedural graphics in Unity3d
Andrii Shpak
What the talk is about
Andrii Shpak talks about procedural graphics in Unity3d and shows through practical examples how to work with meshes from code. He first recaps the graphics pipeline: vertex and fragment shaders, vertex arrays, indices, UV coordinates and materials. He then builds meshes by hand: a quad from vertices and triangles, rectangles with rounded corners for UI, and Bezier curves for a racing track. He also covers grass that bends elastically under a character, a soft body made of round physics bodies and springs, and hair where only some strands have physics while the rest are interpolated between them. In the Q&A he discusses destructible objects, why graphics runs on triangles, and says he also experiments outside working hours. Useful for Unity developers and technical artists who want to generate geometry and effects in code.