@danbronsema Hi! We've experimented with different approaches to noise and the only one that worked well is changing lines based on 3D noise applied in world space. Any 2D noise is visibly 2D once the camera starts moving.
@KitMacAllister Thanks! The Object ID and Line Map are rendered into off-screen textures by swapping shaders of each mesh renderer. The other stages are full-screen effects with different maps as input. Unity's own URP samples for multi-pass effects are broken, I had to read their code a lot...
A breakdown of how our line rendering works.
Let me know if this is useful for your game, we're looking for a cool project!๐ฎ๐จ Any suggestions welcome.
#gamedev#indiedev#unity3d#madewithunity
@K0pter I guess the problem is that the lines have zero width, so infinite nyquist frequency. Aliasing does become less noticeable on higher resolutions though, this technique kind of supports that.