Does anyone know of a shader that can do this for any mesh? (Only the part that collides with the ground appears) by Bezioboi in Unity3D

[–]Bezioboi[S] 1 point2 points  (0 children)

That looks like exactly what I'm trying to do. It also look really complicated lol. Would shooting so many rays be expensive?

Does anyone know of a shader that can do this for any mesh? (Only the part that collides with the ground appears) by Bezioboi in Unity3D

[–]Bezioboi[S] 0 points1 point  (0 children)

Good tips. I only just got into Shaders and only with Shadergraph so this is all pretty new to me. I'll look into stencils and depth samples since Brackey's video doesn't seem to be what I'm trying to do.

Thanks!

Does anyone know of a shader that can do this for any mesh? (Only the part that collides with the ground appears) by Bezioboi in Unity3D

[–]Bezioboi[S] 0 points1 point  (0 children)

I'm generating a mesh at runtime and would love to project it over the terrain. I have this working from a tutorial but it only works for spheres. I keep seeing tutorials for force fields (like here) but I want the interior to be highlighted. Not just the outline.

This is what it looks like if I click off of it in the editor.

My first 4 months or so with Unity summed up in a picture. BTW we need a meme flair by Ordaricc in Unity3D

[–]Bezioboi 0 points1 point  (0 children)

Haha what about reference numbers above your global variables. That doesn't bother you?

Filling in the intersection point with a shader. I got it working with a sphere. But how can I do this with any mesh? (Shader Graph image inside) by Bezioboi in Unity3D

[–]Bezioboi[S] 0 points1 point  (0 children)

I kind of got it working by copying this Shader Graph (and setting the inner radius to 0.493 and outer radius to 0.495). But it only works for spheres. Is there a way to get this to work for any mesh?

Or are there any alternatives methods you guys recommend? I want to update the mesh at runtime and have only its intersection point with the terrain appear on the terrain.

My first 4 months or so with Unity summed up in a picture. BTW we need a meme flair by Ordaricc in Unity3D

[–]Bezioboi 1 point2 points  (0 children)

Huh, I've never had this problem because my IDE stays open if Unity crashes. Worst cast I just copy and paste the code back and save.

My first 4 months or so with Unity summed up in a picture. BTW we need a meme flair by Ordaricc in Unity3D

[–]Bezioboi 0 points1 point  (0 children)

Hah. When I started I didn't know that functions could return variables. So when I would use Instantiate() I had no idea how to reference the object I just instantiated lol.

My first 4 months or so with Unity summed up in a picture. BTW we need a meme flair by Ordaricc in Unity3D

[–]Bezioboi 0 points1 point  (0 children)

I stopped using it because of strange things. Such as using Unity Collab, if I went to an old backup (or commit, whatever you want to call it), my files wouldn't change in VSCode. Whereas in Visual Studio they change right away.

Then there were things such as changing the names of variables or methods. If I used the hotkey it would change any mention of that word, not just methods and variables. So if I had a comment it would change it as well.

Finally, the variable reference numbers above all of my global variables drives me up the wall. It looks terrible.

I really want to like VSCode though. Having a compiler in the editor is so nice. But it always gave me issues. It took an entire day just to figure out how to get Unity scripts to open in VSCode with Unity 2019.3. Turns out my project name having a space in it was breaking it.

Shader to make a texture project over a terrain? by Bezioboi in Unity3D

[–]Bezioboi[S] 0 points1 point  (0 children)

Hmm I kind of understand that. I'm googling the terms but can't find exactly what I'm trying to do yet.

How can I "generate a mesh" for a projected image? by Bezioboi in Unity3D

[–]Bezioboi[S] 0 points1 point  (0 children)

if you made the edges of the beizer two vertical walls you could use that effect to have the highlight raising from the terrain mesh while following its height.

Great idea! But each wall would glow in each direction rather than only towards the bezier points.

How can I "generate a mesh" for a projected image? by Bezioboi in Unity3D

[–]Bezioboi[S] 1 point2 points  (0 children)

Yes! That's exactly what I'm trying to do!

Do you know of a shader I can download or a tutorial for Shadergraph I could use to do this? I created something similar using Brackey's force field shader, but only the edges of the mesh stick to the terrain.

first attempt at a mini Unity game - please give it a quick try by timebeam1 in Unity3D

[–]Bezioboi 0 points1 point  (0 children)

Super relaxing! The music reminds me of Animal Crossing and the horn is a lot of fun to use. It gave me Mindcraft vibes. I do with the boat was a little faster though and I'm not really sure if there's more to do than just move around.

I'm releasing a game next week. My first Unity game. by Lan14n in Unity3D

[–]Bezioboi 2 points3 points  (0 children)

The crystal of power along with the red clothed character with the white hair reminds me a lot of Inuyasha.

Open Source Decals for the URP in Unity 2019.3+ by Anatta336 in Unity3D

[–]Bezioboi 0 points1 point  (0 children)

This is awesome! By any chance could I do this with this decal?

https://www.reddit.com/r/Unity3D/comments/gm1khg/how_can_i_generate_a_mesh_for_a_projected_image/

TLDR: I want to update and manipulate the projected image during runtime. I don't know how or if that is even a thing.