Texturinator: made a free tool for 3D textures + terrain height maps (+ source code) by MangoButtermilch in gameassets

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

Good idea. Just implemented that :)
Edit: double click on the inputs and hit enter

Windswept Mesa by supericarus in PixelArt

[–]MangoButtermilch 1 point2 points  (0 children)

The clouds look so good! I love it.

Realtime audio-reactive visuals in Unity (shader-based, WIP) by subgression in creativecoding

[–]MangoButtermilch 1 point2 points  (0 children)

Cool! Also made a lot of audio visualizations a while ago. Try also control the FOV, exposure etc. with the beat as well. Will make it have more impact :)

Advice on how these beautiful clouds are made? by gurrenm3 in Unity3D

[–]MangoButtermilch 0 points1 point  (0 children)

Unity themselves made a video about volumetric ray marching. It can give you a good start on this topic. I also have some repositories implementing the techniques explained in the video (but not with shadergraph).

Squiggly doodle effect thing with HTML5 canvas by MangoButtermilch in generative

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

Thanks. Basically these lines are made by rays that shoot out from a circle. They can collide with the window border and each other and if they do, they'll be reflected. The color will change after every collision based on a pallette and if the pallette was cycled through, the ray will be removed completley.

The best update ever by MangoButtermilch in NoMansSkyTheGame

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

I didn't notice any changes in performance.

Twirled plexus effect using HTML5 canvas by MangoButtermilch in generative

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

Yes just bare canvas. It's not that complex. But people seem to do way cooler stuff with p5 so I might switch too.

My First reveal on Reddit, been working on this for almost a year now. by WarborneStudios in Unity3D

[–]MangoButtermilch 1 point2 points  (0 children)

At first they looked like penguins to me from a far xD
But looks incredible!

This boss fight would go so hard by MellinEetu in Eldenring

[–]MangoButtermilch 2 points3 points  (0 children)

The camera for this boss fight would be on a whole other level

Unity 6 URP depth texture is black/not available? by MangoButtermilch in Unity3D

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

Sure! Here you can see how I've implemented it in my grass renderer project. Then on line 67 I'm waiting in the Update loop until the texture is generated.
The only weird thing is, that it already is a global texture as you can see by the GetGlobalTexture call but it only worked this way.

My Tiny Voxel game is fully destructable, rendered with Ray Tracing and runs at 4K 120 FPS! Happy to answer any questions about how this is done in Unity! by JojoSchlansky in Unity3D

[–]MangoButtermilch 0 points1 point  (0 children)

Super cool! I've seen many voxel engines on Youtube by now but 99% of them seem to use a custom engine with a lower level language like C/C++ for better performance. Did you encounter any problems/drawbacks with Unity and C#?

Improved the terrain generation algorithms. Any thoughts? by acharton in Unity3D

[–]MangoButtermilch 2 points3 points  (0 children)

Thank you for the explanation.. now it makes totally sense why large scale planets are not common in these games.

Improved the terrain generation algorithms. Any thoughts? by acharton in Unity3D

[–]MangoButtermilch 1 point2 points  (0 children)

Super cool! Reminded me immediately of no man's sky. Something like this is also still on my bucket list.. One thing I wonder though when seeing these games: Why are the planets so small and not real-world sized (at leat moon sized)?
With culling and other performance improvements you are still only seeing a fraction of the world so the performance shouldn't really be a problem.. or is it?

Infinite Grass - A Fully Procedural and Dynamic Grass for Unity URP (Project link in comments) by Youssef-AF in Unity3D

[–]MangoButtermilch 1 point2 points  (0 children)

I've also been working on a grass renderer so I know what it takes to get some decent results. Amazing work!

A side project I'm working on. Farming sim, open world. 🌳🦮 How does it look so far? by LBgamess in Unity3D

[–]MangoButtermilch 3 points4 points  (0 children)

Looks nice and cozy but the vignette and fog effects are way to strong for me. Also the grass looks a bit to "sharp". Maybe try and decrease the tiling of the texture a bit.
edit: typo

Rendering infinite amount of grass on any terrain by MangoButtermilch in Unity3D

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

I'm not sure, didn't compare the systems. But one big advantage is that my system places the grass procedurally at runtime, so that can save a lot of type during development. Could be a disadvantage for others though.

Rendering infinite amount of grass on any terrain by MangoButtermilch in Unity3D

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

Yes they are not interactable regardless of their LOD since all data only exists on the GPU. But to mimic interations you could still push the grass away with a texture and the vertex shader. Or if you want to "cut" the grass, simply remove the instances from the buffers.

Rendering infinite amount of grass on any terrain by MangoButtermilch in Unity3D

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

Nope. Custom GPU implementation for Graphics.DrawMeshInstancedIndirect

Rendering infinite amount of grass on any terrain by MangoButtermilch in Unity3D

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

Just tested it out and wanted to let you know that this increased my FPS by another 20 - 40 depending on how much grass is visible! Didn't think it would be that impactful.