@bgolus@_Humus_ I've got a PG32UQX and *love* it. In HDR mode, though, there is some blooming around small bright areas, which I think could be bothersome for some. I don't really notice it much, though.
Hey! I wrote a tool to add "Register Variable" and "Get Variable" nodes into #ShaderGraph! v10+ (Technically they're SubGraphs with hidden connections) ✨
🔗 : https://t.co/IudkhqpLch
Also includes a few extra features (see thread)
Retweets super appreciated! 💙
What does the act of getting hit convey about the melee combat system? How the player controls/reacts when taking damage contributes to the combat difficulty. Let’s look at two different 3rd person melee combat games, Sekiro and Devil May Cry 5. #gamedesign#combatdesign 🧵
@jasondeheras Every one of these threads has been so fascinating! Thanks for taking the time to put them together, I'm sure it's a good amount of work just gathering the footage.
I looked for a good blob shadow for #unity3d for a while, but couldn't find one that worked for me. I made one, put it on #UnityAssetStore. I have vouchers for people working on a mobile or VR project who'd want to test it. Please RT if you know someone! https://t.co/6beiJ0PnYc
@slipster216 Been spending a lot of time lately writing shaders in the URP because the shader graph isn't flexible enough. I'd be very interested in giving this a shot!
@AmplifyCreates For anyone else who might've been following this, I just sat down and confirmed that the generated code does indeed have all of the unused instructions stripped out. Snips from the compiled code with the toggle disabled and enabled:
Hey @AmplifyCreates, in ASE is there a way to use a Static Switch node to turn on and off a chunk of code, rather than just a single line? I've messed around with it a bit and haven't found a way yet... Hopefully this image is legible and explains what I'm hoping for:
@CynicatPro@AmplifyCreates Haha, I swear most of the time optimizing shaders turns out to be "just do whatever, the compiler will handle it better than you could."
@CynicatPro@UnityAssetStore Thanks! It does indeed rely on the depth buffer, which is I think the biggest downside. Someday I'm going to figure out an alternate approach with no depth buffer, though.
V1.1 of my blob shadow shader is finally live on the @UnityAssetStore! It now has controls for softer square shadows and lots of little bug fixes.
It's tough keeping things synced between the URP, HDRP, and builtin renderer... #gamedev
@Patrickd3@AmplifyCreates So I gave that a shot, and it seems that the functions are inlined automatically in the generated code, so the output code is exactly the same whether I use a function or not.