My new toon shader - AnimeShadingPlus, has FINALLY passed the review and it's now available on #AssetStore
I've researched every possible tech for anime style shading from internet, book, magazine, used-book store. And this is the final result which I think is a great starting point for ppl aiming high quality anime style character in #unity3d
https://t.co/VztVc8yvnj
Features include :
- A clear document (I'm super proud of this one)
- flatten indirect lighting/additional lighting
- ramp shading
- blending between stylized lighting and PBR
- fake SSS layer
- face threshold map (threshold map baking tool included)
- rim lighting (depth-based or fresnel based)
- character-only screen space outline(with FXAA & 4 types of edge detection mode to choose)
- object space outline
- tone mapping made for toon material
- backport the nice screen space lens flare effect from Unity 2023 to 2022/2021.
-smooth normal baking option (for object space outline)
- dedicated eye shader
I'm excited to working next feature of it and making my new game with it! Hope you guys will like it as well :D
#shader #madewithunity
Clickbait comparison. If you don’t even bother to light any shit but using a poor configured SSAO then sure you will get a shitty result. Also both looks like shit. Skill issue.
Game developer Thomas Grové from Studio Interrupt recreated the same horror game in both Unity and Godot to compare the engines side by side, and the results were surprisingly one-sided.
The project, a retro-style horror game called “Eyes Never Wake,” was built in both engines under the same conditions.
According to Grové, Godot performed better in most areas affecting everyday development.
>The engine started much faster, scripts compiled dramatically quicker, exports finished in seconds instead of minutes, and the install size was only a tiny fraction of Unity’s.
>Godot launched in about 13 seconds versus Unity’s 80 seconds, and exporting took around 2 seconds in Godot compared to nearly 15 minutes in Unity.
>The developer also found that Godot delivered stronger lighting and atmosphere, showing how much the engine’s visuals have improved.
Updated the Metatex, Metamesh, and Metawire packages for Unity 6.5 compatibility. My bad — they rely on an undocumented class, so the update was required 😞
https://t.co/VLdTF55Zcb
@cybereality Pretty sad to know that you left. Aside from your trolling personality (it’s a compliment) I think what you did for the community was awesome, especially on those threads/opengl channel where you always being willing to provide helps.
Some areas in Paper Mario feature a rim lighting effect that is achieved in a manner that is extremely simple for the surprisingly effective results it produces, being simply shifting around a shadow copy of the sprite.
Got accepted to SIGGRAPH 2026! My talk is titled:
Reducing graphics API complexity: A clean slate API design for modern hardware
I am an ARM Ambassador nowadays. I am going to be talking in their track:
https://t.co/JdARZKH3Mx
This, by the way, is what top tier programming looks like today
You are using codex, because it 100xes your output. But you *must* understand what the computer is doing. You *must* understand *everything*. There is no other way
The reactions to this tweet explains why some people can't see any visual improvements these days vs 10 years ago, they have no clue how light works. At all.