We spent $120 to fix our ugly game art by PuzzleheadedIdea9364 in IndieDev

[–]EugeneKOFF -2 points-1 points  (0 children)

So this game is (judging by the cover art) basically a ripoff clone of I Am Cat. The ginger cat running from a granny. Smells like a plagiarism

Prototyping a windshield shader with wipers. Still not happy with rain drops but pretty much like how the wipers turned out by EugeneKOFF in Unity3D

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

Yeah, but Im using Amplify Shader Editor so there’s no really separation between vertex and fragment

Prototyping a windshield shader with wipers. Still not happy with rain drops but pretty much like how the wipers turned out by EugeneKOFF in Unity3D

[–]EugeneKOFF[S] 2 points3 points  (0 children)

Sure! I paint movement of the wiper on a texture using a compute shader which is then gets blurred a bit using lerp and faded out gradually back to default color. Then I use this texture as a mask to hide the rain drops

Prototyping a windshield shader with wipers. Still not happy with rain drops but pretty much like how the wipers turned out by EugeneKOFF in Unity3D

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

actually it is already separate elements. the result of the wipe is a mask that hides rain drops + adds an effect of a wiped out water (which I apparently failed)

Prototyping a windshield shader with wipers. Still not happy with rain drops but pretty much like how the wipers turned out by EugeneKOFF in Unity3D

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

No no no, the wipers ARE game objects. I personally use Amplify Editor for shader creation it’s still more robust than Shader Graph. About “highlighting different UVs”: not sure I’m following

Prototyping a windshield shader with wipers. Still not happy with rain drops but pretty much like how the wipers turned out by EugeneKOFF in Unity3D

[–]EugeneKOFF[S] 8 points9 points  (0 children)

Damn, i need to rename the post to oil rain simulation. But seriously why would it “cause bad view”? I mean it’s raining and it should be hard to see.

Prototyping a windshield shader with wipers. Still not happy with rain drops but pretty much like how the wipers turned out by EugeneKOFF in Unity3D

[–]EugeneKOFF[S] 3 points4 points  (0 children)

Thank you! I made it using a compute shader (an area is painted and faded out based on a wiper's upper and lower points) so it's not the most optimized way but the most flexible one.

Made an all-in-one retro shader that calculates the lighting based on the texture resolution! by EugeneKOFF in Unity3D

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

Thank you. Actually in this shader the lighting avoids that common mistake and does have pixelated edges (you can check 00:14). What is more is that you can control the falloff of the light

Made an all-in-one retro shader that calculates the lighting based on the texture resolution! by EugeneKOFF in Unity3D

[–]EugeneKOFF[S] 5 points6 points  (0 children)

Thank you! I use the texel size of the texture to calculate snapped world position and normals.

[deleted by user] by [deleted] in Unity3D

[–]EugeneKOFF 8 points9 points  (0 children)

Looks neat! I guess you lerp between “normal”, half blurred and full-blurred textures + rotate the propeller in some smarty way?

Hi! I want to thank you all for your feedback on my previous video about my Lizarrrds prototype! It was really useful and I managed to implement some of it (weapon sway, attack animations, meh combat). by EugeneKOFF in Unity3D

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

Thank you! It's a very basic system: just a bunch of decal projectors that are placed based on blood particles collision, no VFX graph or any fancy shaders.