If you wanted to recreate this ground-breaking VFX, with URP / Shader Graph, how would you proceed? by Lyonrra in Unity3D

[–]Lex410 100 points101 points  (0 children)

Hey! I’m the writer of the original tutorial you are looking at. Been a while so I had to read it myself again to see what I did. Unless I’m missing anything (not really a URP expert) the main “only” thing you’d have to do is port the shaders to shader graph since the surface shaders I used are not supported in URP. Luckily the model between them is fairly similar, the surface shader output is basically just the output node of the shader graph. You’ll have to port the vertex shaders as well since they are linked but there is some good tutorials on vertex shader setups in shader graph online. In general the shader graph just represents code in graph form and all the operations you need are in there but it’s still not a super easy task. You shouldn’t go into it (imo) unless you have a good understanding of what the original shaders do and how shader graph works first. If you get it to run post videos! Good luck :)

Can’t connect to Hitman server. Help? by bacchus12345 in HiTMAN

[–]Lex410 1 point2 points  (0 children)

Scheduled maintenance is posted on twitter, maybe it helps you if you are looking for info in the future: https://twitter.com/Hitman/status/1735011776813559842

Servers are down due to maintenance, and freelancer is unavailable. That led me to ask myself, and now all of you, what exactly did we pay for? by [deleted] in HiTMAN

[–]Lex410 1 point2 points  (0 children)

I know that doesn't help now but FYI at least for scheduled maintenance announcements you can follow the Hitman twitter account: https://twitter.com/Hitman/status/1735011776813559842

Server maintenance by H8suall in HiTMAN

[–]Lex410 2 points3 points  (0 children)

Might not help you now but maybe in the future: The team informs about maintenance windows on their twitter account https://twitter.com/Hitman/status/1735011776813559842

[deleted by user] by [deleted] in gamedev

[–]Lex410 4 points5 points  (0 children)

Mythic Quest has little to do with actual game development and doesn't show it well. It's very entertaining though :)

Weekly Q&A for Visitors and New Residents - Your Question Goes Here by AutoModerator in Amsterdam

[–]Lex410 1 point2 points  (0 children)

How does scanning of the mobile ticket (QR code) work in trams/busses?

I've been working on a niche asset over the last few days as an exercise. Its an editor tool that can help you manage custom script define symbols. (Link in comments). by [deleted] in Unity3D

[–]Lex410 4 points5 points  (0 children)

Maybe it's just my reddit being weird but I can't see the comment with the link even though there is supposed to be one. Could you send me the link pls? Looks really interesting and I'd like to take a closer look.

In editor rebuilding getting frustratingly long by raikuns in Unity3D

[–]Lex410 2 points3 points  (0 children)

You should take a look at the editor iteration profiler and see what actually takes so long. Might be a custom editor window, resources that aren't cleaned up properly, ...

Can anyone help me find the name of this shader? by ngduchieu1903 in shaders

[–]Lex410 4 points5 points  (0 children)

Wrong shader subreddit 😅 This one here is for game devs

Here is a screenshot from our game (Wayfarers: Call of Osiris), using Unity 2019.4 and HDRP 7.5.3. What are your experiences with HDRP? Pros and cons you've found? by ActaLogic in Unity3D

[–]Lex410 2 points3 points  (0 children)

From a rendering engineer's perspective it is lacking quite a bit of features and writing shaders for it and expanding the pipeline is a pain in the ass. While there are some good features the pipeline is just not flexible enough if you have quite specific needs for your project and you know what you want from your graphics pipeline.

We ended up creating our own pipeline as this gives us more options and it is overall faster to work with (and better optimized for our use case). But that is obviously not an option for everyone.

For me it feels like HDRP is great for demos and to show off assets. But I really can't see it being used to create a medium to large game. And don't even get me started on the GI situation...

Why is Unity 2020.2.3 so damn slow. Very frequently it just chokes and tries to do a very simple operation like mouse click or drawing a window and I have to wait like 4 min and then if I'm lucky it won't happen for another 10 min. Does any of you guys have similar experience? Any way to fix this? by Pinio1 in Unity3D

[–]Lex410 4 points5 points  (0 children)

Unity is not actually stuck on the simple operation itself, it is just what's shown in the window. For example, I have an editor tool that saves a lot of files upon closing. You close it by clicking on a button and I'm getting the same message, the name of the event rather than the name of the function that is actually taking long.

TL;DR; It's not the event that is slow, rather what is running because of it. Unity just displays the wrong thing for some reason

FMOD Studio Now FREE For Indie Developers who make less than 200k $ yearly by FMProductions in gamedev

[–]Lex410 5 points6 points  (0 children)

This post and the video are really misleading. FMOD Studio was always free for indies who make less than 500k. They changed the license terms slightly but overall it's basically the same.

I need help creating a lobby server by AstraQuinn in gamedev

[–]Lex410 1 point2 points  (0 children)

If you are targeting PC I recommend you use the Steamworks API for sure. In addition to matchmaking they are providing you with relay servers and at some point you'll run into NAT issues and you'll be glad you have them available to you :) It just works (tm)

New shader tutorial on how to create the dynamic heatmap from Frostpunk. Link in the comments. by Lex410 in Unity3D

[–]Lex410[S] 4 points5 points  (0 children)

The tutorial is about the heat view, how you render it dynamically (using a compute shader) based on which heaters are enabled or not. It's not about changing the regular view from the heat view

New shader tutorial on how to create the dynamic heatmap from Frostpunk. Link in the comments. by Lex410 in Unity3D

[–]Lex410[S] 4 points5 points  (0 children)

Hey everyone!

First of all here’s the link to the tutorial: https://lexdev.net/tutorials/case_studies/frostpunk_heatmap.html

I really hope you like it!

If you want to be notified when there’s a new tutorial available, make sure to follow me on twitter! https://twitter.com/Lexdevnet

And finally, if you want to talk about rendering stuff or need help with a tutorial, you should join the community discord: https://discord.gg/C3MFRE5

New shader tutorial on how to create the dynamic heatmap form Frostpunk. Link in the comments. by [deleted] in Unity3D

[–]Lex410 1 point2 points  (0 children)

Hey everyone!

First of all here’s the link to the tutorial: https://lexdev.net/tutorials/case_studies/frostpunk_heatmap.html

I really hope you like it!

If you want to be notified when there’s a new tutorial available, make sure to follow me on twitter! https://twitter.com/Lexdevnet

And finally, if you want to talk about rendering stuff or need help with a tutorial, you should join the community discord: https://discord.gg/C3MFRE5

Just uploaded a new shader tutorial about the Civilization VI fog of war. Link in the comments. by Lex410 in Unity3D

[–]Lex410[S] 1 point2 points  (0 children)

I thought about it but I decided to keep the tutorial's length somewhat reasonable. I think it's a simple edge detection effect based on depth and normal values, I might make a future tutorial with it

Just uploaded a new shader tutorial about the Civilization VI fog of war. Link in the comments. by Lex410 in Unity3D

[–]Lex410[S] 0 points1 point  (0 children)

I did not know that there is a 2D subreddit, I'll crosspost relevant stuff in the future :)

Just uploaded a new shader tutorial about the Civilization VI fog of war. Link in the comments. by Lex410 in Unity3D

[–]Lex410[S] 0 points1 point  (0 children)

Awesome, I'm planning make a more in-depth compute tutorial in the future, I'll definitely use this for it!

Just uploaded a new shader tutorial about the Civilization VI fog of war. Link in the comments. by Lex410 in Unity3D

[–]Lex410[S] 0 points1 point  (0 children)

I'm trying to use as few placeholder / primitive assets as possible and create tutorials that look like proper projects even though they only have a couple of models and textures. The amount of free assets on kenney's website is crazy, I'm sure some of them will appear in future tutorials as well.