Mr F
@guycalledfrank.bsky.social
1.2K followers 100 following 120 posts
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/
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guycalledfrank.bsky.social
Getting used to bsky, so I guess it's time to write a bit about myself...

Hi! I'm Mr F.

I work on my game, Faded (see pics).

I wrote Bakery, a GPU Lightmapper: assetstore.unity.com/packages/too...

I also wrote a lot of other stuff: ndotl.wordpress.com/cv/

#gamedev #indiedev
guycalledfrank.bsky.social
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...
guycalledfrank.bsky.social
RTPreview was also updated for compatibility:

assetstore.unity.com/packages/too...
guycalledfrank.bsky.social
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.

🥨

#gamedev #raytracing #lightmaps
guycalledfrank.bsky.social
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! 🙂
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...
docs.google.com
guycalledfrank.bsky.social
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?)
guycalledfrank.bsky.social
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
guycalledfrank.bsky.social
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 😋
(video from RTPreview for fanciness, but it looks the same when baked)
#gamedev
guycalledfrank.bsky.social
Oh boy, got the textures hooked up
guycalledfrank.bsky.social
Hacking around some translucent colored shadows for Bakery & RTPreview...
Reposted by Mr F
idsoftwaretiago.bsky.social
Slides from my SIGGRAPH 2025 and CEDEC 2025 talks “Fast 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.
ceruleite.bsky.social
#SIGGRAPH2025 Advances in Real-Time Rendering in Games course slides for "Fast as Hell: idTech8 Global Illumination” talk by @idsoftwaretiago.bsky.social from @idsoftware.bsky.social
are now online
advances.realtimerendering.com/s2025/index....
guycalledfrank.bsky.social
Yeah... mostly to prevent any floating issues when re-transforming vertices.

A validation script should probably check for renderer.bounds.center?
renderer.bounds.center
guycalledfrank.bsky.social
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.
Reposted by Mr F
ssteinberg.xyz
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.
Reposted by Mr F
kostasanagnostou.bsky.social
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...
blog.selfshadow.com
guycalledfrank.bsky.social
Bakery is on sale again?? A summer sale they say?

✨🥨May I interest you in some fresh warm baked global illumination?🥨💖

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

#gamedev
guycalledfrank.bsky.social
Other programmers become goose farmers, and I became a hobbyist tomato farmer :D
First harvest, here we go...
guycalledfrank.bsky.social
Along the river Gradac, near Valjevo 💚