A very useful and cheap technique for getting fake lighting on 3D meshes is the good old Matcap technique. The basic implementation is to take the view space normals and use the x and y values remapped from -1 .. +1 to 0 .. 1.0. But they have a problem with perspective cameras.
Behind the pretty frames of #DeathStranding. Breaking down some tricks and hidden gems of #KojimaProductions's renderer.
i hope you enjoy & find this ~5 months worth of freetime article useful 🙃... i had FUN!!!! 👶🐋🌧️🪱
https://t.co/OoqyNQUz1D
Cool idea from the Ascent game about light from screens recreated for Unity. HDA for export colors in CSV and component script for light in Unity in the thread.
One day after watching a video about the creation of the world in The Matrix: Awakening, I decided to recreate their amazing idea of generating buildings from modules according to given patterns. Gradually it develops into a whole city. #houdini#Procedural
One day I wanted to go sledding and I decided to create a location in Houdini (with the help of a series of small assets managed by PDG, all assets are also created in Houdini) along the way to see how shaders are written in Unity's URP (same).
#Houdini#techart#gameart#Unity
some cloud rendering techniques optimized for mobile devices using unity as an example. Drawn on a full screen triangle via command buffers, using Houdini baked data, dual-filtering blur, etc
#gameart#Shader#unity3d#techart
Guys,
do you remember my own sprite tool - Lollo?
Let's talk of it for fun!
Lollo is a kinda skeletal animation system.
The uniqueness is that it uses 3D animation clips not 2D.
(continue to thread)
#ChronoSword#gamedev#indiedev#pixelart#madewithunity