Saw this effect on Superliminal from @pillowcastle, thought it was amazing, decided to try to implement it with Unity. It's not perfect, but it's something! You can check out the code at https://t.co/ffn8A48pIc #madewithunity
Well, if anybody is looking (as I was a couple of hours ago) for a way to generate a face normal on #unity shader graph, there's no really easy way to do it, you have to do it like you'd do with code. Below you can see the graph for the normal part, and the result. #unitytips
@EthanF4D Since the position is world space, the normal will be in world space, but shader graph's output node requires the normal to be in tangent space, so we have to convert it.
@EthanF4D Normal vector node is the interpolated normal from the vertices, which leads normally to smooth surfaces. What I do above is to compute a face normal, so it leads to the flat shaded look that I wanted.
Does anybody know of a quick way of retrieving the face normal in Unity's shader graph? Trying to do a quick mockup of low poly terrain using Unity's terrain, but I can't seem to get that part working... #unity#shader#gamedev
Moving walls, traps and starting enemies... Shaping up, hopefully I'll be done with mechanics today and can work on art and level design tomorrow! #ggj2019#ggj
Not as much progress as I'd like, but it's progress
nevertheless!
Procedural caves, that guarantee they are fully accessible!
The rest of the game is easier (I hope)! #ggj2019#ggj19#ggevolve19