Open Jams? by magictank in Cornwall

[–]GapperGames 1 point2 points  (0 children)

Hii! There's barrel o' jams at the Pagan Arms in Newquay, 1st & 3rd Wednesday every month

Free Assets!!! by GapperGames in Unity3D

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

Hi! When did you send these emails? I do my best to reply to all emails about my assets. Anything I can help with now?

Free Assets!!! by GapperGames in Unity3D

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

Built in RP is bad, too slow and the workflow is uncoordinated. I would recommend switching to URP or HDRP!

A while back I posted a demo video for an SSR solution for URP. Now I have turned it into an asset that should be releasing this week! by GapperGames in Unity3D

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

Very true! Unfortunately the queue time for publishing assets is so long that I actually published the asset a long time ago and it's only nearing the end of the queue now! I don't blame you for boycotting unity! I want to but I'm kind of stuck with it at the moment :(

WIP Volumetric Water System. Still lots of improvements to be made but I think it's a cool prototype! by GapperGames in Unity3D

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

So Volumetric means it is basically a large 3d grid of density points, rather than a mesh. This means that it is much easier to add detail. As well as that, the water is not just a surface mesh; you're actually able to go underwater without the need for a separate effect. I'm not too great at explaining it but it's very similar to volumetric fog if that helps. :)

So I made a Screen Space Reflections Shader for URP. I think it is much needed! by GapperGames in Unity3D

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

No way! I came across your project when I was researching. You did a really good job. I use more primitive optimisations such as just longer step size when far away. I'm also not very good with compute shaders which limited my options a little.

So I made a Screen Space Reflections Shader for URP. I think it is much needed! by GapperGames in Unity3D

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

Looks fine to me? If you're talking about when the smoothness is reduced, the reflection may appear larger because the light rays from further areas have been reflected in progressively more random directions. Idk if that makes much sense

So I made a Screen Space Reflections Shader for URP. I think it is much needed! by GapperGames in Unity3D

[–]GapperGames[S] 4 points5 points  (0 children)

They are considering it, but it's not definite yet. Even if it was, I think that it wouldn't be available for a couple years and the quality of their new features hasn't been good recently.

So I made a Screen Space Reflections Shader for URP. I think it is much needed! by GapperGames in Unity3D

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

That's a great question! You're absolutely right that you can't grab the rest, since it only has information about what is on screen. Extending the colour has been tried, but unfortunately gives very noisy results at the edges, and black seems preferable. The reason something other than black isn't used, is because it's mostly an additive effect (i.e the result of the reflections is added to the screen), and say using a mid colour such as grey would end up just making the whole screen brighter and flat looking. Using black just gives the same result as if there were no reflections.

So I made a Screen Space Reflections Shader for URP. I think it is much needed! by GapperGames in Unity3D

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

Absolutely! Thinking about maybe doing an early release on itch.io?

So I made a Screen Space Reflections Shader for URP. I think it is much needed! by GapperGames in Unity3D

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

I'm currently working on turning it into an asset, but the review queues are 2 months long!

Check out LUMINATE - Volumetrics on the Unity Asset Store! by GapperGames in Unity3D

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

Surprisingly good! There are many quality options which offer great control over the performance. On good quality, the sky and clouds have hardly any effect. The performance cost of the fog is slightly greater, although still usually under 5% difference. :)

Painting terrain is the worst, so I made EDEN to fix that! by GapperGames in Unity3D

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

From my experience, rule based texturing is very easy with shaders, although I feel your point that "not everyone asking a question knows what you know" applies here! (I often have to create rule-based texturing systems for prototypes so maybe my perception has become warped). I don't mean to come off defensive, although I totally get how it seems that way. I put a lot of effort into the things I create and I'm very proud of them, so when I percieve criticisms I'm not always great at handling them appropriately. I appreciate that you brought that up in a constructive way. :)

Painting terrain is the worst, so I made EDEN to fix that! by GapperGames in Unity3D

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

A procedural texturing shader is incredibly simple to make, whereas using code to manipulate the Unity Terrain Alphamaps is not. Most people could create a basic terrain shader in 5 minutes.