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Catlike Coding

@catlikecoding
0 bookmarksindexed Sep 17, 2026updatedlast updated Nov 1, 2026importedlast imported Nov 3, 2026
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Hex Map 5.7: Set Terrain Type Burst Job
The Set Terrain Type Job is the next one to become a true Burst job. The specific trick needed in this case is pulling the noise texture sampling out of the job, caching it in a native array beforehand. Hex Map 5.7 - Set Terrain Type Burst Job (Catlikecoding)
Oct 22, 2026 0 2
Hex Map 5.6: Create Climate Burst Job
We convert our second map generation mock job into a true Burst job! We have to make some changes to make hex coordinates work with Burst and port some grid functionality to Burst as well. Hex Map 5.6 - Create Climate Burst Job (Catlikecoding)
Oct 2, 2026 0 3
Custom SRP 7.2: Separate Shadow Passes
We continue the modernization of our shadows code, pulling it out of the lighting pass and splitting it into three passes. Custom SRP 7.2 - Separate Shadow Passes (Catlikecoding)
Sep 18, 2026 0 3
Hex Map 5.5: The First Burst Job
Last time we created an experimental map generator and split it into multiple mock jobs. This time we convert the first job into an actual Burst job. We start with the simplest job, which requires the least amount of changes. We'll tackle the increasingly complex other jobs in the future. Hex Map 5.
Aug 31, 2026 0 3
Custom SRP 7.1: Splitting Shadow Code
Our shadow handling code has always resided in a single class, which took care of both directional and other shadows. Because those two shadow types are handled separately we now give them their own classes. This is a rather dry refactor, but it paves the way for giving them dedicated render passes
Aug 19, 2026 0 3
Hex Map 5.4: New Map Generator
It is time that we modernize the map generator. The class that does it is a monolithic thing that does a lot of work. We're going to split it up into mock jobs, which will become true Burst jobs in the future. We also take a look at generation inconsistencies between Mono and IL2CPP builds. Hex Map
Jul 30, 2026 0 2
Custom SRP 7.0: Unity 6.5
Unity 6.5 has been released and of course it breaks our SRP again. But the fix is simple. We officially lost LPPV support with this update, but we'll add support for the superior Adaptive Probe Volume system in the future. Custom SRP 7.0.0 (Catlikecoding)
Jun 26, 2026 0 3
Hex Map 5.3.0: Storing the Found Path
We're going back to working on the map, in this case making a small change to how we store the result of pathfinding. It makes upgrading pathfinding in the future easier. Hex Map 5.3.0 (Catlikecoding)
Jun 10, 2026 0 2
Custom SRP 6.2.0: 3D Color LUT
This time we change our color LUT into a true 3D texture, which we fill via a compute shader. Custom SRP 6.2.0 (Catlikecoding)
Apr 10, 2026 0 3
Custom SRP 6.1.0: Showing Color LUT
Want to see the color LUT used by a camera? Now you can! We add a debug visualization for it. This will come in handy when we modernize the LUT, which we'll do in the future. Besides that we also fix rendering when a camera is set to render to a texture. Custom SRP 6.1.0 (Catlikecoding)
Mar 27, 2026 0 3
Hex Map 5.2.0: New Save and Load Menu
We follow the previous menu upgrade with the final menu to replace: the Save/Load menu. This completes our migration to UI Toolkit. Hex Map 5.2.0 (Catlikecoding)
Feb 26, 2026 0 1
Hex Map 5.1.0: New Map Menu
This time we create a new... New Map menu. We continue with the process of replacing the old uGUI system with UI Toolkit. This is a small tutorial, which will be followed soon by another one taking care of the Save/Load menu. Hex Map 5.1.0 (Catlikecoding)
Feb 20, 2026 0 1
Hex Map 5.0.0: New Input System
This time we upgrade Hex Map to use the new input system. We do this because we move on to Unity 6.3 and the old input system is now deprecated. This makes our code input-agnostic. We're working with high-level actions, which we bind to specific user inputs via the input system asset. Hex Map 5.0.0
Jan 19, 2026 0 1
Custom SRP 6.0.0: Unity 6.3
We upgrade our Custom SRP project to Unity 6.3, and... it fails to render. So we fix that! Native render passes are now supported and we get the Render Graph Viewer working again. Custom SRP 6.0.0 (Catlikecoding)
Dec 22, 2025 0 1
Maze 5.1.0: Windows
This time we add windows to the walls of the maze, so we can see through them. Maze 5.1.0 (Catlikecoding)
Oct 30, 2025 0 1
Custom SRP 5.1.0: Raster Render Passes
This take we convert some of our unsafe passes to more restrictive raster render passes. This will allow more efficient pass management and rendering in the future. Custom SRP 5.1.0 (Catlikecoding)
Sep 30, 2025 0 1
Hex Map 4.1.0: Better Dragging
This time we have a small tutorial, to improve the player experience when editing maps. We make drawing rivers more pleasant. In general, I'd like to do more frequent smaller tutorials going forward, making each one more focused on a single feature. Hex Map 4.1.0 (Catlikecoding)
Aug 28, 2025 0 1