Lucent VR, a recently-released exploration experience, is one of the most technically stunning and artfully inspired destinations on Quest 3.
Read our impressions here: https://t.co/2kwGeo2z3n
New dithering method dropped
I call it Surface-Stable Fractal Dithering and I've released it as open source along with this explainer video of how it works.
Explainer video:
https://t.co/DvqFVC9VE5
Source repository:
https://t.co/0d0ZKvc9Rh
#gamedev#vfx
Have you ever felt frustrated about colour banding in Unity and not being able to get rid of it? Then you might want to know about this one simple setting.
Starting 2025 with some good news, I'll be speaking at the @Official_GDC VFX summit this year!
The talk is called "Math, but Make It Cute." I'll explain how math is used in VFX by showing you the step-by-step process of creating this stylized fire!
#GDC2025#VFX
Composite Operations for 2D Colliders in Unity 6 seems super useful🤩
✅2024 resolution completed - post a Unity Tip every Tuesday for the whole year 💪
#unitytips#unity2d#gamedev
I made a cave ~ showing #unity3d 's water stains, caustics, moss and other decal effects.😊
https://t.co/mUN0fywbPb
Come and subscribe to my Fanbox to download this project #Unity#VFX#shader#realtime
Took a break to help out with this effect from Honking Star Rally or whatever. 🌟 Custom polar coordinates particle shaders + timing, animation, and colour tweaks.
#HonkingStarRally#HSR
🖍️ My outlining toolkit is updated!
- added Unity 2022 support
- added DOTS Hybrid Renderer support
- more performant!
Especially the 2022 upgrade should make this package more useful to people!
@noio_games Think about making (part of) the fog volumetric, so it can interact with the car when driving. The fog could look a little bit cloudy. Making the fog not as monotone, but more dynamic. Color scheme is beautiful!
Unity tip:
💡 Create a "Layers.cs" file with an identically-named int property for every layer
📜 Use this to document layer behavior
⚡️ Set the property values automatically
Then in code you can do ~ Raycast(Layers.Terrain) and be sure it exists.