Gamelogic
gamelogic.bsky.social
Gamelogic
@gamelogic.bsky.social
Gamelogic makes tools for games.
www.gamelogic.co.za
Inks mix subtractively — great transparency, easy to implement.

Not perfect though: greens still look a bit too digital. ✒️
November 11, 2025 at 12:36 PM
This technique rebuilds the image by mixing color layers with MixBox lerping — a powerful color grading method that lets you target specific hues. Each layer defines a color gamut, and the algorithm picks the closest match to the desired color.
November 7, 2025 at 1:45 PM
Watercolor shaders often look too digital, using Mixbox-inspired pigments makes them feel natural, like real paint on paper.

To learn more about this, click here: youtu.be/SToxEBRt8Xg?...
#shaders #gamedev #unity
October 18, 2025 at 1:30 PM
• Markers
• Uses CMY
• Works OK because marker ink is transparent
• Easy to implement (Same basic idea as mixing layers of watercolor)
October 7, 2025 at 12:30 PM
Crosshatching + Mixbox mixing = pigment-like rendering. 🎨
The hard part? Deciding how much of each color to layer.
We use golden section search to minimize the error and make the final result match the image we want

To learn more about this, click here: youtu.be/SToxEBRt8Xg?...
#shaders #gamedev
October 2, 2025 at 2:40 PM
Learn how to build colors from layers of hatching or paint! 🎨 We cover RGB, CMY, and mixing models for physical media.

youtu.be/SToxEBRt8Xg?...
September 24, 2025 at 4:00 PM
When working with a limited palette, we have an endless variety of options to create different emotions. This is why realism can be very boring in comparrison.

#shaders #gamedev #Unity
August 14, 2025 at 12:01 PM
Kami’s Garden: Bound To The Pages de La Hojita Studio. Acompaña a Kami mientras busca salir del misterioso mundo de Heralia, enfrentando criaturas y usando palabras mágicas para avanzar.

20 de Agosto, 18:00, Plataforma Cultural JGM, Grecia 3551, metro Estadio Nacional. ¡Te esperamos!
#gamedevplanet
August 12, 2025 at 10:45 PM
When quantizing color in stylized effects, one problem is how bad the greens look. Computer green is the most annatural color (followed by computer magenta). A cheap trick to combat this is to simply shift greens towards yellow or cyan.
August 12, 2025 at 12:00 PM
This is another experiement trying to see if we can capture something of van Gogh's style. This version applies the water color effect to the previous effect.

#shaders #gamedev #unity
August 7, 2025 at 12:01 PM
This is an experiment on the way to create a van Gogh filter.
July 31, 2025 at 12:01 PM
While prototyping the tech we use in the videos, a lot of fun ideas come up that are too random to use.

Here is one that uses a 3D texture, some smooth noise, and cross-hatching to create the effect.
July 24, 2025 at 12:01 PM
For stylized rendering with few colors, we have many ways to choose which color to use!

Here are some examples.
July 22, 2025 at 12:01 PM
🧠 Geometry isn’t just visuals — it’s logic.
In our latest video, we explore how math helps games define shapes using equations, inequalities, logical functions, and SDFs.
Ideal for shader artists, FX devs, and curious minds.
Watch the full breakdown here: youtu.be/YhR6Woj-Yjs
#Shaders #Unity
📐 How to describe shapes in games: geometry for game effects ✨
Geometry is at the heart of game development — from logic and AI to physics and visual effects. In this we go over the most common ways to describe shapes in games and how they’re used to build compelling effects. 00:00 - Intro 01:56 - Shape operations 06:30 - Sets 09:59 - Equations 12:13 - Inequalities 13:17 - Membership functions 16:02 - Signed distance functions 21:15 - Outro 🎮 Whether you're working with procedural meshes, splines, particle systems, or SDFs, this video will give you a clearer understanding of: 🔹 Shape operations (Boolean, Minkowski sum/difference) 🔹 Ways to describe shapes: sets, equations, inequalities, membership functions, SDFs 🔹 How the descriptions relate to each other 🔹 Practical use cases in visual effects and game mechanics 🔹 The math that powers outlines, masks, deformations, and more We dive deep into the structure behind how shapes are defined and manipulated — an essential...
youtu.be
June 18, 2025 at 5:05 PM
Why settle for plain RGB?

🎨 With colored dithering you can:
– Mix channels creatively.
– Use per-channel patterns.
– Craft custom color ramps.

From retro grids to surreal vibes—shader freedom unlocked. 🔥

Watch the full breakdown here: youtu.be/Eqfu0meQVMs?...
#GameDev #Unity
June 16, 2025 at 12:01 PM
Light, pigment, chaos – watercolor is as much science as it is art. Our next video dives into crafting this effect in shaders.

To learn more about this, click here: youtu.be/YMp7VaXuB5A
#Shaders #StylizedRendering #GameDev #Unity
June 13, 2025 at 12:00 PM
Box blur basics

Easy to write, but slows down quickly as the blur size increases.

The fix? Use two passes, one horizontal, one vertical.
Same result
Much better performance
These are called separable operations.

Watch the full breakdown here: youtu.be/t0qkieYME6E?...
#Shaders #GameDev #Unity
June 11, 2025 at 12:00 PM
This one's for the shader nerds and art lovers:

We're turning noise, blur, and color math into something that looks like it was made with a brush. Watercolor in motion, built step by step.

To learn more about this, click here: youtu.be/YMp7VaXuB5A?...
#shaders #gamedev #unity
June 9, 2025 at 12:00 PM
Rim shaders are a simple way to outline 3D objects, by comparing normals to the view direction. Great for organic shapes, but flat surfaces need tweaks for consistent results

Watch the full breakdown here: youtu.be/t0qkieYME6E?...
#shaders #gamedev #unity
June 6, 2025 at 12:00 PM
Light, pigment, chaos, watercolor is as much science as it is art. Our next video dives into crafting this effect in shaders.

To learn more about this, click here: youtu.be/YMp7VaXuB5A?...
#shaders #gamedev #unity
June 4, 2025 at 12:00 PM
Thick 3D outlines can shrink with distance.

Extruding in clip space keeps screen-space thickness more consistent—but viewing angle still affects line appearance.

Watch the full breakdown here: youtu.be/t0qkieYME6E?...
#shaders #gamedev #unity
June 2, 2025 at 12:00 PM
Cross-hatching can take many forms.

These variations all come from the same base effect, layered lines, rotated and combined to simulate shadow and texture.
Small changes in angle, spacing, or texture = totally different feel.

Watch the full breakdown here: youtu.be/NrYGC4hyCVg?...
#shaders #unity
May 30, 2025 at 12:00 PM
Dithering once faked color depth, now it's a bold stylistic tool.

Games like Obra Dinn use it to create striking, illustrated worlds. Retro tech, modern magic.

Watch the full breakdown here: youtu.be/Eqfu0meQVMs?...
#shaders #gamedev #unity
May 28, 2025 at 12:00 PM
What if your game looked like a painting in motion? We’re blending art and code to recreate the organic beauty of watercolor in real-time rendering.

To learn more about this, follow this link: youtu.be/YMp7VaXuB5A?...
#shaders #gamedev #unity
May 26, 2025 at 12:00 PM
What if your shading changed with the emotion of the scene?

With procedural cross-hatching, you can vary stroke style based on time, mood, or location, just like music or lighting.
This isn’t just style, it’s storytelling.

Watch the full breakdown here: youtu.be/NrYGC4hyCVg?...
#shaders #unity
May 23, 2025 at 12:00 PM