I took a slight detour to replace Unity's cascaded shadow system with my own. It now supports vertex, transparent, and volumetric shadows at the shader level
#madewithunity#gamedev#shader
I try not to engage on here very much, but if you wanna make cool N64 graphics in Unity, you should try my rendering kit. It does all the graphics.
https://t.co/0ZsQJF3SKk
Here's a comparison of my geometry reconstruction methods, and how they handle affine interpolation. N64 using frustum based clip and fan, and PSX using frustum-agnostic proximity subdivision.
@KazeEmanuar For anyone struggling to see the difference, hopefully this will help. Higher frequency details are often smoothed out, but low frequency gradients are maintained pretty well.
For anyone wondering why N64 games used texture filtering despite how blurry it made surfaces look, the alternative often produced a very sawtoothy effect due to low UV precision. It's worth noting that the PS1 would look the same if it managed to support perspective correction