Lightbaking fundamentals in Unity C#
• Explains lightbaking fundemantals. • Contains light probes too.
Hi, I am a Game Developer specializing in graphics engineering. I enjoy working on Shaders, API-SDK development, Procedural Generation tools and CI/CD pipelines. I started coding in high school and continued in developing structural analysis tools as a Civil Engineering student. After getting my Bachelor's Degree, I decided to continue my career in IT. Currently I'm studying ony my Master's Degree on Information Engineering at Hacettepe University.
I'm currently working as a Tools & Solutions Engineer in Udo Games. My responsibilities are as follows but are not limited to:
- Mentoring 10+ mobile game startups on technical problems, providing tools and recommending solutions.
- Maintanining 99.5%+ crash-free user experience rate as our projects scale up.
- Developing custom render features from scratch.
- Creating VFX tools from scratch.
- Maintaining our CI/CD pipeline, creating auto-building workflows on Jenkins/Codemagic.
- Resolving build issues, managing native plugins for mobile games.
- Creating multi-platform shaders and optimizing them.
- Maintaining our internal tools library stored on AWS.
- Maintaining our Node.JS package registry, compatible with the UPM.
- Creating reliable build environments.
- Providing remote configuration tools for A/B testing.
- Extending Unity Editor functionality and increasing our team's productivity.
My tech stack:
Engines: Unity, Unreal Engine
Graphic APIs: Apple Metal Graphics, OpenGL, OpenGL ES
Languages: C++, C#, HLSL, GLSL, Swift, JavaScript, Python, Bash
DevOps: Docker, Reddis, Jenkins, Codemagic, GitOps, NPM, UPM
SDKs: OneSignal, Firebase, Usercentrics, GameAnalytics, IronSource, Adjust, AppsFlyer
VCS: Git, PlasticSCM
Domain: Parallel Programming, Shader Programming, Render Pipelines, Procedural Generation, 3D Mathematics, Trigonometry
Lightbaking fundamentals in Unity C#
• Explains lightbaking fundemantals. • Contains light probes too.
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Unity (HLSL) Day/Night Transition Portal
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Unity Ray Marched Meta-Ball
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• Uses recursive backtracking algorithm.
Unity Gaussian Blur Post Process
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Object Pooling Simple generic pool
• It is created for fast prototyping.
Vim-Bash My vim source file
• It is here so i can easily share with my teammates