Sprite Sheet Factory version 2.2.0 is available.
Added support for all-around viewpoints for impostors.
▶️Unity Asset Store
https://t.co/XSapmOEF50
▶️Manual and Examples
https://t.co/eouTwt9vWS
#Unity#Unity3D#gamedev#UnityAssetStore
Sprite Sheet Factory version 2.1.0 is available.
Added an HDRP-compatible Impostor Shader.
▶️Unity Asset Store
https://t.co/XSapmOEF50
▶️Manual and Examples
https://t.co/eouTwt9vWS
#Unity#Unity3D#gamedev#UnityAssetStore
I'm developing an HDRP-compatible Impostor shader. I've implemented the ForwardOnly, DepthForwardOnly, and MotionVectors passes, so Motion Blur is now supported.
#Unity#Unity3D#gamedev
@WeVennStudios At the moment, I find it starts to feel unnatural when the room depth is smaller than the room width. That said, I think the overall impression also depends on the exterior wall and window design.
I tried implementing interior mapping, which I've been wanting to experiment with for a while.
Reference
インテリアマッピング(interior mapping)~1m³距離編~. コポうぇぶろぐ
https://t.co/mDdXvwi8Kt
#Unity#Unity3D#gamedev
Sprite Sheet Factory version 2.0.0 is available.
Added Impostor Mode and Impostor Shader.
▶️Unity Asset Store
https://t.co/XSapmOEF50
▶️Manual and Examples
https://t.co/eouTwt9vWS
#Unity#Unity3D#gamedev#UnityAssetStore
I'm planning to update the Sprite Sheet Factory to Ver. 2.0.0. I've published the manual and examples with added documentation for the new features(Impostor).
▶️Manual and Examples
https://t.co/eouTwt9vWS
#unity3d#gamedev
I added an impostor generation feature to the SpriteSheetFactory. I also did some refactoring at the same time, so it ended up taking quite a while.
#unity3d#gamedev