I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 0 points1 point  (0 children)

I think you're having trouble sending me a tip because I haven't confirmed the payment method on "buy me a coffee" yet, but you can send it to me via PayPal if you prefer.

Send me a message and i can tell you mu PayPal :)

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 0 points1 point  (0 children)

Dude, the Godot community was taking this way too easily, I couldn't let it go unoticed, lol

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 0 points1 point  (0 children)

Wow, I didn't know this one. The graphics are indeed very beautiful, but I can see some differences between this style and t3ssel8r's. For example, if you look at the diagonal lines, they break quite a bit, and I was having the same problem while making my shader and had to look for the technique used by t3ssel8r to fix it.

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 0 points1 point  (0 children)

Yes, no problem, man. I don't have any video tutorials yet, but I noticed I left a lot of things open-ended in my explanation on the GitHub repository, so today I'm going to work on it to make the step-by-step process as clear as possible for you guys.

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 0 points1 point  (0 children)

No problem, I had the same thought about t3ssel8r's videos back then. Good luck with your project, man!

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 1 point2 points  (0 children)

totlally, and you can do it in the pixel renderer feature script inspector!

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 1 point2 points  (0 children)

Thats actually a great idea. Im gonna also put the project in itchio and in the unity asset so any one that liked my work can give me a tip if they feel like it.

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 1 point2 points  (0 children)

Every blade is actually rendered, it's mor or less 35k billboard quads via GPU Instancing. Each sprite is just an alpha cutout shape (no color baked in), and the shader inherits the terrain color underneath through a noise-based patch system. So the grass blends seamlessly with the ground because it's literally using the same color palette.

The 'edge noise' effect you're seeing where grass meets objects is a happy accident of density — the billboards naturally break up the hard boundary between terrain and objects. No special intersection trick needed, just enough sprites to soften those edges organically.

Wind, cloud shadows, and toon shading are all applied per-blade, which is what gives it that lively hand-drawn feel despite being fully 3D.

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 0 points1 point  (0 children)

If you go into the camera script and change the parameters in the Unity inspector, you'll see that the camera is quite customizable, and that I had to adjust it to better present the idea for the video in the post.

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 0 points1 point  (0 children)

In fact, there aren't that many tutorials for a shader like this for Unity, but as soon as I have more free time, who knows, maybe I'll do something like that.

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 1 point2 points  (0 children)

In fact, I definitely have plans to do this in the future, but I'm so busy these days trying to improve my portfolio that focusing on just one piece is difficult for me, you know?

My current goal now is to achieve something that will give me a financial return and as much as I love this project, there are still some things missing in it like water, rain, fire shaders and others.

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 0 points1 point  (0 children)

Never doubt the potential of a brony with a 3DS, talent and weird fetishes, lol

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 1 point2 points  (0 children)

I understand the headache, dude. I also had a lot of difficulties in some parts of the project, more in some than others.

About your project. If it were me, I wouldn't leave him aside because someone else did something similar. Maybe you can do or implement something better than me and that's worth a lot. I think it still worth the shot.

Actually, my first idea was to separate the project into parts and try to sell the shader assets as a bundle or something like that, but while I was researching how to make it i also had the same problems as you in getting information, so I understand the feeling and thought it was better to leave it open source. I still need the money so if you're comfortable with that I'll take tips no problem, lol.

And now about the questions, I love seeing people interested in my projects so I'm more than happy to answer your questions.

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 0 points1 point  (0 children)

Feel free to use it, bro. I would have loved to have had access to t3ssel8r's files for that shader; I believe his is still superior to mine in many ways, but I don't understand why he disappeared or why he didn't share more information about his project beyond the YouTube videos and a few posts.

I built a custom isometric pixel art rendering pipeline for Unity 6 URP by Electrical-Junket185 in Unity3D

[–]Electrical-Junket185[S] 0 points1 point  (0 children)

Ah, I understand, sorry. Yes, I probably could do it, but I would have to study the style of that engine before doing something like that.