Real-time voxelized lighting is here.
H-Trace WSGI now powers our custom nature renderer and terrain. Every tree is fully interactive—you can chop or destroy them, and the lighting updates instantly
It's finally time to reveal the game I'm working on. It's called Teardown. You can read about all the details on the game homepage: https://t.co/9r96Xy1pky or wishlist on steam: https://t.co/Xbw3PeNdfe
New #gameassets! The foliage sprite package includes 50 flat #vector sprites (+50 with shading) of grass, plants and other foliage. https://t.co/YHw8DH1iQg (CC0) #gamedev
Support the creation of free assets by retweeting, making a donation or just showing your appreciation! 🤟
Digital Human based on Unity HDRP.
AR remote, Realtime Raytracing SSAO.
it can follow user's facial moving by iphone.
Individual works by Hyeong-il Kim / Gyutaek Lee
#unity#hdrp
Any press, streamers, influencers etc who would like to officially book an appointment to play Recompile and chat to the team at EGX next week, please let me know!
My DMs are open :)
Hey Friends,
I've just uploaded the second video in my series about Learning Shaders in @unity3d - This one covers the basics of Surface Shaders in under 5 minutes!
https://t.co/SC46N1UO9S
#madewithunity#gamedev#unity3d
✨Devs! Im available for new projects in Nov/Dec!
I'm a freelance character artist with 4+ years experience working in games specialising in stylised PBR characters for multiple platforms. If you'd like to work together please drop me an email!
RT's greatly appreciated✨
#gamedev
All my tutorials/#UnityTips/shaders on how we achieved Recompile's unique visuals:-
👇
https://t.co/AMEax1tkYD
👆
Now updated with our blue noise dithered particle shader!
#gamedev#madewithunity
ANNOUNCEMENT: We're starting work on Monument Valley 3! But with two exciting games already in development, we're looking for a NEW Game Director to lead the creative vision. Could it be you? Job spec and application page are now online: https://t.co/S3GLPS4kZM #gamedev#gamejobs
You use @renderdoc to debug any shader resource in Unity. First, define `#pragma enable_d3d11_debug_symbols` in your shader. This will make RenderDoc display correct name for bound resources. Now load RenderDoc from the Unity editor and do a capture #unitytips (1/2)