I'm releasing my #Unity URP volumetric fog. Add it as a package to your project and have a play with it! #gamedev #techart #rendering
Freelance Creative Developer & Game Developer.
Former @makemepulse, @Gobelins_Paris.
(he/him) π«π·
I'm releasing my #Unity URP volumetric fog. Add it as a package to your project and have a play with it! #gamedev #techart #rendering
I really liked the way the fur and grass are made in the game Mario Strikers, so I decided to remake it, this is the result.
To display the mesh layers I'm using the new SRP BatchRendererGroup: https://docs.unity3d.com/2022.2/Documentation/Manual/batch-renderer-group.html
4 years of development.
12,000 merged pull requests.
7,000 fixed issues.
1,500 individual contributors across engine and docs.
Godot 4.0 sets sail NOW! β΅οΈ
A complete overhaul. A solid foundation to build upon. #GodotEngine
https://godotengine.org/article/godot-4-0-sets-sail/
@alexanderameye I'm blitting the vertex color texture then blurred it and then make a hole with a b&w vertex color texture
Are outlines still a cool kids thing? π
Without entering in too much technical details, it's made using vertex colors and blurring in a render pass.
And if you want more info
@alexanderameye
made an excellent blog post: https://alexanderameye.github.io/notes/rendering-outlines/
I finally found a bit of time and motivation to start streaming some UIToolkit UI integration, you can find the first video here: https://youtu.be/5FBm9_-umDs
I will try to do a second one more focused on scripting this week so stay tuned!
Are you tired of having to reference your UIToolkit elements yourself? I made a PostProcessor that generates a script for you, to make this work you only need to add the "auto-reference" USS class on the elements.
https://gist.github.com/Anthelmed/fc5040ca4e036024098ba6228601a40c
RT @PhillipWitz@twitter.com
Try the demo and wishlist here!πΈπΉ https://store.steampowered.com/app/2005910/Olliefrog_Toad_Skater/
π¦π: https://twitter.com/PhillipWitz/status/1598764445664423936
I heard it was okay to post previous content on this platform so here we go.
I made this during a challenge and the theme was Glitch, I tried to remake the Pixelizer gun from the latest Ratchet & Clank game.
Link to the repo: https://github.com/Anthelmed/Technically-Speaking-Glitch-Challenge
#RatchetAndClank #madewithunity #unity3d #gamedev #indiedev #shaders
I wanted to go back doing some crazy stuff using UIToolkit so I decided two days ago to try to make a WorldSpaceUIDocument component and this is the result.
Thanks to Jordi Caballol for the help!
Gist: https://gist.github.com/Anthelmed/5fcc49a402ad5c81136c73ce96ba004f
Those animations π€
RT @JonesieJones@twitter.com
Death in the Water 2 - Kraken reveal!π
Give that like and retweet button a punch.
π¦π: https://twitter.com/JonesieJones/status/1595517330867556354
@jupiter only a part of it because otherwise the texture was a bit pixelated and it's already at 8k. But for a more cleaner way I should had use multiple render textures and not just one.
@jupiter I'm using a compute shader to write into a render texture and to know where to write I'm raycasting where the particles hits to get the lightmap uvs position.
For our second tutorial, weβll create a snow buildup effect with vertex offset β
Saw @kevkev & @HarryAlisavakis posting some dithered pixel lighting, thought I'd share an image of an attempt I did a couple months ago~