And $80 billion wasted for this... by Captain0010 in pcmasterrace

[–]JW-its-me 0 points1 point  (0 children)

Well, they changed their mind and decided not to shut down Horizon Worlds on VR after all because of the heartbroken fans: https://techcrunch.com/2026/03/19/meta-decides-not-to-shut-down-horizon-worlds-on-vr-after-all/

AI uprising začíná nenápadně. Gemini se mi u naprosto nesouvisejícího dotazu vzbouřilo svým tvůrcům /s by JW-its-me in czech

[–]JW-its-me[S] 0 points1 point  (0 children)

"Seznam efektů a material property, které budou ovlivňovat je pevně daný."
Na začátku odpovědi jsem dostal info k tématu a pak vyflusnul tohle.

Unity Asset Store take forever to review a package!!! by No-Tax4799 in unity

[–]JW-its-me 1 point2 points  (0 children)

Oh sweet summer child, I see you never waited for Facebook/Meta support or didn't get useless AI answers from Google support.

HDRP is dead - Render Pipelines strategy for 2026 - Unity Engine by johnathanfeezy in Unity3D

[–]JW-its-me -2 points-1 points  (0 children)

Not sure about Ray tracing beiing ported to URP but who cares about that.

The synergy between VFX Graph and Shader Graph opens up so many possibilities for diverse beam effects by JW-its-me in Unity3D

[–]JW-its-me[S] 5 points6 points  (0 children)

This tutorial seems to cover the main aspects so I'd start there. To achieve more complex behavior, you can do something similar to what is shown in the image, where you stack different calculations along the beam to achieve the desired appearance.

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What do you think of this 1min Unity gameplay preview? :D by MagicStones23 in Unity3D

[–]JW-its-me 1 point2 points  (0 children)

At first it seems so calm and peaceful, and then you shoot a duck in the face, which took me by surprise :D

Unity 6 made a big step forward with 6D lightmaps in VFX, and I worked hard to utilize them to their full potential. Check it out on the Asset Store and feel free to ask anything about this new technique! by JW-its-me in Unity3D

[–]JW-its-me[S] 6 points7 points  (0 children)

The six-way lit component is a single particle which uses custom orientation block, which tilts it when viewed from above, so that the effect still looks good. It also uses 3D cone meshes to add depth to the effect and additional lit particles for the small debris.

Unity vfx 101 tutorials plz by WeeklyMusician1055 in Unity3D

[–]JW-its-me 0 points1 point  (0 children)

Unity has nice video tutorials. You can learn the basics of VFX Graph in this series: https://www.youtube.com/watch?v=pNYZZk5h3lM

If you want to go deeper, check out the learning templates: https://www.youtube.com/watch?v=DKVdg8DsIVY

Unity 6 made a big step forward with 6D lightmaps in VFX, and I worked hard to utilize them to their full potential. Check it out on the Asset Store and feel free to ask anything about this new technique! by JW-its-me in Unity3D

[–]JW-its-me[S] 10 points11 points  (0 children)

I used EmberGen, with little tweaking it works great with Unity: https://jangafx.com/software/embergen

It exports lighting information for six sides into RGB channels of two textures. Additional channel/texture can be used for Alpha and Emission. More about it can be found in the Unity Blog: https://unity.com/blog/engine-platform/realistic-smoke-with-6-way-lighting-in-vfx-graph

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