Ben Cloward (@bencloward) 's Twitter Profile
Ben Cloward

@bencloward

I'm a Technical Artist at Unity on the Shader Graph team. I'm a husband, father, and member of the Church of Jesus Christ of Latter-day Saints.

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linkhttp://www.bencloward.com calendar_today05-10-2011 02:07:03

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Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video, I show how to render a 3d scene as though it had been drawn with colored pencils. This is possible to do because we're customizing the lighting calculations in Unreal and Unity. youtu.be/BXchEwicY24

Unity for Games (@unitygames) 's Twitter Profile Photo

Take a dive into Flipbooks, Environment Graphs, and Cloth Graphs in Shader Graph samples with Ben Cloward on our next livestream. Whether you’re just starting out or ready to sharpen your skills, Ben has you covered. Plus, bring your questions—this is your chance to learn live!

Take a dive into Flipbooks, Environment Graphs, and Cloth Graphs in Shader Graph samples with <a href="/BenCloward/">Ben Cloward</a> on our next livestream.

Whether you’re just starting out or ready to sharpen your skills, Ben has you covered. Plus, bring your questions—this is your chance to learn live!
Ben Cloward (@bencloward) 's Twitter Profile Photo

Unity invited me back to do another live stream! Tune in tomorrow to see my Shader Graph demo. youtube.com/watch?v=Q9sNQN…

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video, I show how to recreate the Universal Render Pipeline's specular formula in Shader Graph to create specular highlights that match the URP Lit shader in Unity. Take a look! youtu.be/2ABQj7qDT4E

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video, I show how to re-create Unity's URP lighting model using Shader Graph. Last week we created just the specular component of the lighting, and this week we fill in the rest so you have the complete URP lighting model. youtu.be/0ZCHLHPqPEs

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video, I show how to create outlines around edges using a post-process shader in Unreal and Unity. It's a nice finishing touch for our stylized rendering. youtu.be/H3cjIEVORQE

Ben Cloward (@bencloward) 's Twitter Profile Photo

Today we begin a new series of videos on game optimization. In this video, I explain why you should optimize, who should optimize, and when. youtu.be/jt8b0cpjUVk

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video, I explain how the graphics pipeline works and where potential slow-downs can happen. I also cover the difference between forward and deferred renderers and the strengths and weaknesses of each. youtu.be/27Am6QaH_Hc

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this tutorial, we go over the steps to take right at the beginning of your project to make sure you'll have an optimized game. We also discuss the process of getting set up for performance analysis when you when you have content that's running slow. youtu.be/Q05R_UKhRo4

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video, I talk about why it's important to analyze your game first before you do any optimization. And I demonstrate the first thing you need to know about your scene when analyzing it. youtu.be/XgaEqRXVmO0

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video I go over possible solutions if your project is CPU bound. It's mostly about reducing draw calls. I also show before and after performance of the scenes that we'll be optimizing so you can see where we're going. youtu.be/SwWW36mbDhU

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video, I go over possible solutions if your project is taking more time on the GPU. These include discovering if you're geometry bound or pixel bound, and then ways to reduce the number of polygons or the cost of the pixels. youtu.be/hjjodpsZ70Q

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video I show how to use Microsoft PIX to analyze your game. PIX shows you everything the GPU is doing to render a frame and how long it takes so you can discover targets for optimization. youtu.be/L71zSWE3krk

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video, we use last week's PIX analysis to optimize our scenes in Unreal and Unity. We're able to improve performance by quite a bit by first finding the right optimization targets. youtu.be/i3NB6qBhCcw

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video, we use PIX to take a deeper dive into our game's performance analysis to discover and optimize individual draw calls in Unreal and Unity. youtu.be/1hrzCXyBIis

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video, we go over a set of shader optimization principles, and then I apply the principles to our Unity and Unreal projects to improve performance. youtu.be/wxRcsZtx6GM

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this video, I summarize all that we've learned in the last 10 episodes about game optimization, and then go over what's next for the channel. youtu.be/hoXBqJrByz8

Ben Cloward (@bencloward) 's Twitter Profile Photo

Today we begin a series on creating terrain shaders in Unreal & Unity. We'll cover terrain-related topics in both engines. Today we talk about collecting reference, finding textures, & channel packing to reduce texture samples. youtu.be/-UZlUUQSGgQ

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this episode, we take the simple terrain layer function we created last week and expand it into a full, 4 layer terrain shader that uses height-based layer blending - in both Unreal and Unity. youtu.be/0L5Azq6ugyo

Ben Cloward (@bencloward) 's Twitter Profile Photo

In this episode, we first talk about ways to hide or reduce terrain tiling, and then I show a method to fix terrain tiling in the shader itself. youtu.be/qPmKFRUf-zM