Real Time VFX Mike
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realtimevfxmike.bsky.social
Real Time VFX Mike
@realtimevfxmike.bsky.social
Working on Prodeus. Making colors move. Etc.
A little behind the scenes. All shadows are bakes and lighting is all very much faked.
May 29, 2025 at 9:13 PM
It looks like the animated wallpaper plugin I was using no longer works with Windows 11, but this should work with Wallpaper Engine and I'll look into making it work as a screen saver. Hopefully this looks ok compressed.
May 29, 2025 at 9:10 PM
This works a lot better than I expected it to. #screenshotsaturday #indiedev
May 18, 2025 at 1:19 PM
Bacon wrapped filet with gorganzola cream sauce and roast cauliflower and carrots. I'm participating!
February 22, 2025 at 12:01 AM
Week old pinaple and a vodka coke. #foodish
February 19, 2025 at 12:48 AM
Also added some rejection algorithms to the temporal blending. The base blending amount is 3% but if the camera is moving a lot, the light changing a lot, or if areas are being exposed or hidden the blending will increase to mitigate ghosting artifacts.
January 17, 2025 at 5:11 PM
Lighting changes:
Bleeding the lit voxelized geometry instead of just black for light blocking. (more light propagation)
Generating mips for voxel textures for softer cone samples. (more stable)
Below is a view of what a light cone sees VS what the scene looks like.
January 17, 2025 at 5:10 PM
Finally got this brighter and running at 110-120 fps on a 1080GTX at 1080p. #screenshotsaturday #unity3d #gamedev #shaders
January 17, 2025 at 5:09 PM
Some more work GI work. Removing all the biases and magic numbers I can find. Made things a little harsher/blotchy but is more predictable in more situations. I think a light probe volume might be better for evenly spreading more light. #screenshotsaturday #gamedev #unity3d #shaders
December 21, 2024 at 10:09 PM
Some more updates on SEGI integration. Lights with shadows affecting the GI, custom emissive material, unfiltered GI samples, Filtered GI samples. Running at 95 fps at 1080p, on 1080 GTX. Hoping to get it up to 120 fps. #screenshotsaturday #gamedev #unity3d #shaders
December 14, 2024 at 6:58 PM
Also update the voxel visualization shader. Uses the larger cascades like a sparse voxel octree to guess if there is anything in the lower cascades. Some of the normals are gray due to both sides of the cloth getting rendered to the same voxel. And there is a little light leaking from the sun.
December 7, 2024 at 9:22 PM
You can also add is to just a part of a character and make a cool invisibility cloak.
December 6, 2024 at 3:49 PM
Posting some old stuff. Here is an active camo effect I have used on a few projects. This keeps the object opaque and pulls the background colors inwards.
Write up: vfxmike.blogspot.com/2018/06/opaq...
Repo: github.com/SquirrelyJon...
#vfx #unity3d #madewithunity #gamedev #indiedev #tutorial
December 6, 2024 at 3:47 PM
Using the voxelized scene I can draw shadows for all the lights in 1 pass to an atlas of 64 lights. These lights and their shadows get injected in the next voxelization pass and are included in the GI. These shadows can also be used when lights get too far away to warrant a full shadow pass.
December 6, 2024 at 3:01 AM
Finally get to make one of these things! Doing some new project research and dug up SEGI for Unity. Untouched for 7 years. github.com/sonicether/SEGI Working on boosting quality and performance. Still some more work to do but looking nice. #gamedev #VFX
December 6, 2024 at 1:43 AM
First Post! I'm Mike. I'm the guy who makes the vortexes. That's really all I do. Some have lightning, some of them glow, some are horizontal, some are vertical, sometimes they are blue, sometimes they are not blue, but they almost always spin counter clockwise. #MeetTheDev #VFX #GameDev
December 5, 2024 at 10:49 PM