### What Is A Fractal?

Fractals are non-regular geometric shapes that are self similar. Self-similar means that a smaller section of it resembles the larger whole.
These fractals can also be described as never ending patterns, as the smaller the scale we go the same patterns keep emerging.
These fractal  patterns are one of the few things that is easy to explain & to understand but very difficult to implement in such a way that the end result doesn't look like it was made by your 6 month old nephew.
 An Example Of A Fractal
Some famous fractal are the Mandelbrot Set & the Sierpinski Triangle.
A lot of things in nature display fractal like properties.
 An example of a fractal in nature

### How To Make Them In Unity?

There are several approaches that we an take to make a Fractal, Here we will generate them recursively.
So each time a new object is created it creates it's own children which then generate their own children... so on and so forth.
This is what we will end up with:
 Recursively creating children to make fractal
We will look at the source code and then later break down reach part.
``````using UnityEngine;
using System.Collections;

public class Fractal : MonoBehaviour
{
public Mesh mesh;
public Material material;
public int maxDepth;
public float childScale;

private int currentDepth;

private void Start()
{
if (currentDepth < maxDepth)
}

{
yield return new WaitForSeconds(0.5f);
Initialize(this, Vector3.up, Quaternion.identity);
Initialize(this, Vector3.right, Quaternion.Euler(0f, 0f, -90f));
Initialize(this, Vector3.left, Quaternion.Euler(0f, 0f, 90f));
}

private void Initialize(Fractal parent, Vector3 direction, Quaternion orientation)
{
mesh = parent.mesh;
material = parent.material;
maxDepth = parent.maxDepth;
currentDepth = parent.currentDepth + 1;
childScale = parent.childScale;
transform.parent = parent.transform;
transform.localScale = Vector3.one * childScale;
transform.localPosition = direction * (0.5f + 0.5f * childScale);
transform.localRotation = orientation;
}
} ``````
Let's go through the first part:
``````public Mesh mesh;
public Material material;
public int maxDepth;
public float childScale;

private int currentDepth;

private void Start()
{
if (currentDepth < maxDepth)
}``````
Each time an object is instantiated we call the start function and there we will provide what ever mesh and material is supposed to be assigned to the object. In our case we used the default unity Sphere mesh.
Also we have to prevent anymore object instantiation after a certain depth otherwise things can get out of hand.😜.
Now we will look at the 2nd Part:
``````private IEnumerator AddChild()
{
yield return new WaitForSeconds(0.5f);
Initialize(this, Vector3.up, Quaternion.identity);
Initialize(this, Vector3.right, Quaternion.Euler(0f, 0f, -90f));
Initialize(this, Vector3.left, Quaternion.Euler(0f, 0f, 90f));
}
``````
After the object has been instantiated, it's start function will call this Co-routine and create 3 new game objects one at each side of the parent, except for the bottom side.
Now for the juicy part:
``````private void Initialize(Fractal parent, Vector3 direction, Quaternion orientation)
{
mesh = parent.mesh;
material = parent.material;
maxDepth = parent.maxDepth;
currentDepth = parent.currentDepth + 1;
childScale = parent.childScale;
transform.parent = parent.transform;
transform.localScale = Vector3.one * childScale;
transform.localPosition = direction * (0.5f + 0.5f * childScale);
transform.localRotation = orientation;
}``````
Every time a new fractal child is made, it's properties have to be set.
It takes the mesh and material of the parent as well as information as to what is the maximum depth of recursion.
We have to update what level of depth the current fractal child is at as well.
We then have to modify the shape of the child object, here we are just scaling it by the 'childScale' factor and we have to provide new location as well as new rotation to the child to make sure it is placed and oriented correctly in local space.
The rotation is important because if we didn't have proper rotation assigned then it's child will be having world space rotation and therefore always produce children according to world space and not local co-ordinates.
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For more Unity development tutorials go HERE.
For more cool algorithm implementations go HERE.
For a more in depth look into making fractals go check out Catlike Coding, HERE.
For Unity Package go HERE.

### Gift Wrapping Convex Hull Algorithm With Unity Implementation

Convex Hull Algorithm Convex Hull algorithms are one of those algorithms that keep popping up from time to time in seemingly unrelated fields from big data to image processing to collision detection in physics engines, It seems to be all over the place. Why should you care? Cus you can do magic with it and it seems so simple to implement when you first hear about it, but when you start thinking about it, you will realize why it's not such a straightforward thing to do.
Now that I got you interested (hopefully) and now we will see just what a convex hull is.
As you may have noticed a perimeter was made with the same points that was given and these perimeter points enclose the entire set of points.
Now we have to clear up the term 'Convex'.
Convex means no part of the object is caved inwards or that none of the internal angles made by the points exceed 180 degrees.
In this example of a concave shape internal angles go beyond 180 degrees.
What are those red lines for? Well...…

The process of shader optimization can seem like trial and error... in fact, that's how it is most of the time.
Most of the time shader optimizations could be boiled down to educated guesses because each time a shader gets compiled, the GPU driver of that specific hardware is what converts your code into actual machine code, therefore, the machine code generated will be different for each GPU and the driver itself might perform some optimizations on top of your's which won't be available on another GPU, thereby making it difficult to have a standard way of writing optimal shader code.

So the best way to know for sure is to actually test it on the hardware you are targeting.
With that said, Here are some universal best ways of getting your shader to perform better.😅 Do Calculations On Vertex Shader The most commonly used case for this is lighting, an example would be Gouraud lighting, where lighting calculations are done per vertex but at the loss of quality.

Some calculatio…

### Fortnite Procedural Construction Animation Shader

Fortnite Construction Shader This shader is loosely based on the one that was presented by the Fortnite developers in their GDC talk: Inner Working Of Fortnite's Shader-Based Procedural Animations.

Here is what we will end up with:
This technique requires you to author the 3D model in a certain way, More or less how those Fortnite developers did.
So we need the authored 3D model and the shader that uses data we get from the model to achieve the desired effect.

There are some nuances here and there so make sure you don't miss out on the details.😗
The first step will be preparing the 3D model and putting in the required data. I used Blender 2.79 but any 3D modeling software would do.
3D Model PreparationModel It
Apply Vertex Colors: For the direction of flight
Each color is a component of a vector (x, y, z). This will be considered as local space.
Values range from -1.0 to +1.0 for each component.
Negative values are achieved by using values of less than 0.5 and positive values wi…

### Visual Upgrade - Unity Asset Store [ September, 2018 ]

Visual Overhaul - Assets That Turn Mediocre Into Drool Worthy *Note: These assets are not arranged in any way, no comparison is done. They are just really cool assets that will help make your game look at least a bit better. 😁
8. Bat Particles
7.GPU Instancing Animation
6.Colored Pencils
4.Sleek Render: Mobile Post Processing
3.1000+ Effects pack
2.COLR - Coloring Redefined
1.AllSky

Check out more such Unity Asset Store Gems : HERE
Don't forget to share these wonderful assets with your colleagues and friends.
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