ProPixelizer for #unity3d's next update allows you to combine appearance and outline materials into a single uber material. Here's it in action, rendering a 3D object as #pixelart. #madewithunity
@mikegalsworthy Would be interesting to see this normalised with respect to income band, eg 600 at lowest percentile will feel much more than 1k at highest
@OskSta@rawrafox Do either of you happen to know if you still get the benefits of the DepthPrepass (which only evaluates the color fragment if the depth test equals the value in the prepassed depth texture, discarding overdraw)?
For ProPixelizer's next big update, one new feature I'm working on is better outlines: edge detection and outlines that respect dither and color palette settings if you want them to. All controlled through ShaderGraph and per object. #madewithunity#pixelart#unity3d
ProPixelizer for #unity3d's next update allows you to combine appearance and outline materials into a single uber material. Here's it in action, rendering a 3D object as #pixelart. #madewithunity
#ProPixelizer is currently 50% off in the asset store sale, with plenty of options for dithering and color grading to make #pixelart in #unity3d from 3d models in realtime!
@Darkere99@FreyaHolmer their tweet states: "We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share."
@Darkere99@FreyaHolmer ...We look at a game's lifetime installs to determine eligibility for the runtime fee. Then we bill the runtime fee based on all new installs that occur after January 1, 2024. "
source: https://t.co/X8IJlGc0tQ
@MolgeraxProduct@t3ssel8r @HarryAlisavakis Bear in mind that getting it to work is one thing, keeping it working is another - the api is not stable and those functions will completely change or vanish from one version to the next
@_ericelliott@aisolopreneur For me it started making up references almost a straight away, although interestingly they tend to use established names from the (niche) research field so they appear more legitimate. You can have fun prompting by asking 'Can you show me the paper on this topic by X'?
@zhinvfx You'll need to also snap the object positions to integer multiples of pixels to remove creep. You can also only solve the problem in realtime for orthographic camera projections
@slipster216 @Erik_Borchers In 2020 and 2021, you can't use cameraDepthTarget on some versions, you have to instead blit to a sub element of the Color target, otherwise it only works in game and not in scene tab. There is no way at all to do it in Metal for 2020/2021, because you can't get the sub element