(my posts are mine tho)
Prev. Tech art @ Jumpship
🚫 Anti-AI/NFT 🚫
Gamedev, Shader and VFX Journeyman; making things pretty with code ✨
🎨: cara.app/harryalisavakis
🔗: halisavakis.carrd.co
🌐 : halisavakis.com
This squares up the froxels in the X and Y and can help a bit with some artifacting in higher density areas.
It.. might not be too visible unless you open up the screenshots and go back and forth 😅
This squares up the froxels in the X and Y and can help a bit with some artifacting in higher density areas.
It.. might not be too visible unless you open up the screenshots and go back and forth 😅
Combined with the previous update that means you can have point lights dissolving the fog! 💡
#gamedev #madewithunity
Combined with the previous update that means you can have point lights dissolving the fog! 💡
#gamedev #madewithunity
Have you also tried out HAZE? Would love to hear what you think about it (either here or in a review) :D
Have you also tried out HAZE? Would love to hear what you think about it (either here or in a review) :D
There are so many strong nominees for the category, but it would be really awesome if you could vote for our beautiful game ✨
There are so many strong nominees for the category, but it would be really awesome if you could vote for our beautiful game ✨
will explore further 👀
will explore further 👀
In the next update (coming soon), global and local fog will have an option to boost density using secondary light attenuation, so you can have just light beams with no fog✨
In the next update (coming soon), global and local fog will have an option to boost density using secondary light attenuation, so you can have just light beams with no fog✨
And it's ✨still 10% off!✨
Most important addition:
💡 Per-light contribution control using the alpha value of the light's color!
Now you can select which secondary lights contribute to the fog and which are just for the environment ✨
And it's ✨still 10% off!✨
Most important addition:
💡 Per-light contribution control using the alpha value of the light's color!
Now you can select which secondary lights contribute to the fog and which are just for the environment ✨
Japanese building assets are from sketchfab.com/local.yany
Electricity pole models are from here:
polyhaven.com/a/modular_el...
Red flowers are just ivy megascans from Fab ✨
Japanese building assets are from sketchfab.com/local.yany
Electricity pole models are from here:
polyhaven.com/a/modular_el...
Red flowers are just ivy megascans from Fab ✨
Here's a quick recreation of a Silent Hill f level with just a handful of assets and a good does of 🌫HAZE🌫
#unity3d #gamedev #madewithunity
Here's a quick recreation of a Silent Hill f level with just a handful of assets and a good does of 🌫HAZE🌫
#unity3d #gamedev #madewithunity
This is just Unity URP, some megascans/free assets, default post-processing and a bunch of HAZE to enhance the lighting ✨
Imagine what YOU can do with custom meshes, some artistic vision and more than ~2 hours
This is just Unity URP, some megascans/free assets, default post-processing and a bunch of HAZE to enhance the lighting ✨
Imagine what YOU can do with custom meshes, some artistic vision and more than ~2 hours
I might be spending too much time on photo mode tbh 😅
Open those up, they're *wide*
(no spoilers, they're all fairly early in the game)
I might be spending too much time on photo mode tbh 😅
Open those up, they're *wide*
(no spoilers, they're all fairly early in the game)
Stay tuned for updates about its release and get ready to play around with HAZE to bring more atmosphere to your games!✨
Stay tuned for updates about its release and get ready to play around with HAZE to bring more atmosphere to your games!✨
If all goes well, soon you'll have a chance to try out HAZE yourself too ✨
If all goes well, soon you'll have a chance to try out HAZE yourself too ✨
Really dig the results, especially for ~1.5 hours of messing around 👀
#gamedev #unity3d #madewithunity
Really dig the results, especially for ~1.5 hours of messing around 👀
#gamedev #unity3d #madewithunity
Because, as I mentioned in the fur thread, the Calicoat renderer was also moved to use the same instancing system, fur cards also take advantage of the occlusion culling, which is quite neat ✨
Because, as I mentioned in the fur thread, the Calicoat renderer was also moved to use the same instancing system, fur cards also take advantage of the occlusion culling, which is quite neat ✨
All visible indices were appended to a buffer which was passed over to the instance shader.
All visible indices were appended to a buffer which was passed over to the instance shader.
- A bunch of points on a plane
- Generate a mesh out of those
- Scatter points on it in OnEnable
- Project points on terrain/geometry
- Make buffers for GPU instancing
So still no data stored (apart from the few points of the polymesh)
- A bunch of points on a plane
- Generate a mesh out of those
- Scatter points on it in OnEnable
- Project points on terrain/geometry
- Make buffers for GPU instancing
So still no data stored (apart from the few points of the polymesh)