(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
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
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 ✨
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
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)