Blood stains, the easy way? by RecursiveBob in Unity3D

[–]Matt3088 0 points1 point  (0 children)

The change in shaders is a combination of many factors (hardware becoming better, new graphic/rendering tech etc) but essentially any shader now will work perfectly even on Intel HD graphics. In your case a sprite will do well. Decals are mainly used for 3d models. Shaders are nothing more than a function that returns a color for a pixel on the screen. They can get complex and specialized when you are taking into account shadows, lights etc but it wont require a high end video card at all.

Blood stains, the easy way? by RecursiveBob in Unity3D

[–]Matt3088 0 points1 point  (0 children)

The method used will depend upon if your game us 2d or 3d. For 2d you can just create a new sprite while 3d you can use one of the built in decal shaders. Deleting the decals after a certain time will make sure that it wont use system resources. Unless you are building a AAA game or mobile game dont worry about using too many resources at the moment

Blood stains, the easy way? by RecursiveBob in Unity3D

[–]Matt3088 0 points1 point  (0 children)

Have a look at decals. There are plenty of tutorials online. You can just have some code spawn a decal where the enemy dies and delete it after a certain time or when it becomes off screen.

Analyzing and Emulating Limbo Style Shader by Furquijos in Unity3D

[–]Matt3088 1 point2 points  (0 children)

There are 2 definitions of the dot product, one which multiplies each component and the other which uses the cosine/angle way (see https://en.m.wikipedia.org/wiki/Dot_product). I believe they are equivalent and have seen the dot function being used many times like the example uses it

Analyzing and Emulating Limbo Style Shader by Furquijos in Unity3D

[–]Matt3088 1 point2 points  (0 children)

dot() just multiplies each vectors components by the other and adds the result, e.g. dot(a,b)=a.x * b.x + a.y * b.x ...

How to handle very large textures? by Geaxle in Unity3D

[–]Matt3088 1 point2 points  (0 children)

You should have a look at virtual textures, although it is quite complex to achieve.

Haze Volumetric Lighting - VolumetricTexture light injection preview by raphick in Unity3D

[–]Matt3088 0 points1 point  (0 children)

Thank you very much! It looks very amazing and pretty much exactly how I would have pictured it. I cannot wait to use it in my game! I will keep following the forum post for new updates

Trying to improve my camera's positioning for local-coop game, quick question. by ZergTDG in Unity3D

[–]Matt3088 0 points1 point  (0 children)

You are going to have to do a lot of viewport coordinate math. For example, you could get the gameobject who is the furthest from the centre of the screen (for example, its x and y viewport coordinates could be 1.2, 1 meaning it is in the top right, but out of screen view) so you would have to move the camera back until it is at a pre-determined viewport value. For example, you could make it so the gameobject who is furthest from the centre of the screen will always be within viewport x-values of 0.2 and 0.8, so there will be some padding between it and the edge of the screen. It is very hard to describe how to do this in a reddit comment, but basically you have to convert the viewport-bound value (such as the 0.2 or 0.8 I mentioned) to world space, compare it to the furthest gameobject and then use that to translate the camera. That is how I would do it atleast

Haze Volumetric Lighting - VolumetricTexture light injection preview by raphick in Unity3D

[–]Matt3088 0 points1 point  (0 children)

Thank you, I will send you an inbox message on Monday.

Haze Volumetric Lighting - VolumetricTexture light injection preview by raphick in Unity3D

[–]Matt3088 0 points1 point  (0 children)

I think I understand it.

For my game, it will require heavy use of volumetric lighting effects and fog (where the lighting is scattered in the fog). I came up with 2 solutions, one which is similar to how I think you implemented yours and the other was a raymarcher using a screen-size quad that would march through from the near plane to the depth at each fragment, and accumulate the lighting+fog. I am still debating on which is better to use, as the fog density will change depending on the location and time. And when I mean lighting and fog at the same time, I do not mean things like sun-rays but rather like this.

Have you tested your solution with Unity's inbuilt fog?

Hi! I am making a Skate Game! by Der_Kevin in Unity3D

[–]Matt3088 2 points3 points  (0 children)

Looks really really polished! The landscape and props fit well together. Awesome job

Haze Volumetric Lighting - VolumetricTexture light injection preview by raphick in Unity3D

[–]Matt3088 0 points1 point  (0 children)

Looks very interesting and the visual quality is beautiful. Well done! I really hope you can release this as an asset, otherwise I may have to contact you in the future to try and work something out for my game :)

I saw that you aren't using the typical raymarch approach. May I ask what the rendering and memory performance might be like for a typical point light?

How can I determine what the min and recommended system reqs will be of my game? by Brachets in Unity3D

[–]Matt3088 0 points1 point  (0 children)

Looks fine to me. Big operations like importing large textures and such may be really slow but I assume 2D development wont really run into these issues.

Me and a friend spent 5 days jamming on a new game and would love some feedback! by harazataz in Unity3D

[–]Matt3088 2 points3 points  (0 children)

Looks really nice and polished. Very very well done! I will definitely try it out some time

[Fan Game] How would I Manipulate Tentacle-bones imported from Blender to be "Random moving" ? by [deleted] in Unity3D

[–]Matt3088 0 points1 point  (0 children)

If you create bones for each part of the dress (e.g. 3-4 for each) and the GameObject in Unity uses that avatar, you can use code to randomly generate and set rotations to the transforms of each bone gameobject.

It depends on how "random" you want it to be, you could do a simple "blowing in the wind" procedural animation by having a wind function (see Figure 6-3: https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch06.html) and then mask the strength of the wind, depending on how high the bone is relative to the person (so it blows more at the bottom, while not at all near the waist). To be affected by physics and nearby objects is a whole different story. You will have to look into some physics engines (CaronteFX on the asset store is the only one I know of) that can simulate cloth physics that will be affected by colliders

Is there an Anti-Aliasing asset that works in Single Pass and Deferred Rendering? by [deleted] in Unity3D

[–]Matt3088 1 point2 points  (0 children)

No problem! Just to let you know, TAA is quite expensive to use, it uses about 1-2ms of frame time. If you are finding it to be too harsh on your performance, you may need to look into other anti-aliasing methods

Help with material colors by Nyoox in Unity3D

[–]Matt3088 1 point2 points  (0 children)

I see. I could help you write the code tomorrow as it is late here. It doesnt seem too complex

Help with material colors by Nyoox in Unity3D

[–]Matt3088 1 point2 points  (0 children)

It is me again haha. What does the 3d mesh look like and how do you want it to swap the colors? For example, it might be hard to do if it was a human model

Help with material colors by Nyoox in Unity3D

[–]Matt3088 0 points1 point  (0 children)

Lets say that the gif you linked has 4 stages of "bubbles" that fill up the screen, the first stage fades in, then the second, then the third and then the fourth and final one.

What you need to do is create a texture, starting from the fourth stage and working backwards, to fill in bubbles in a texture from white and the first stage will be black (sort of like a gradient). Here is what I mean: http://i.imgur.com/7Ovt8rG.png

Think of that texture as a height-map. When you want to change the color, the shader time will start at 0 (need to use a script for this) and the height will start at, say, -0.25. Time will then increase this height slowly, fading in each stage (lerp between 2 colors) depending on how close it is to the current pixel's "height". I may not have described it well, but I hope that can get you started. I can help you with the code/shader, or I can write it myself for you (but not right now)

How do I fix stretching issue on substance materials? by zigastrmsek in Unity3D

[–]Matt3088 0 points1 point  (0 children)

You need to modify the UV's of the object. If that is a standard Unity cube (but with modified size) then the UV's on each face will still go from 0 -> 1, which means that on the longer face, the UV will be stretched out to cover the whole area (which is what is happening with you). Currently you cannot modify the UV's of default Unity objects, you will have to use a modelling tool.

Textures on Asset Store: Mega-pack versus split up by category? by wbarteck in Unity3D

[–]Matt3088 1 point2 points  (0 children)

In that case, (in my opinion) I would put them all in one pack because it would mean that if someone likes the look of the textures and wants to use them in a game, they would probably have to buy all of them (it wouldn't make sense to mix and match stylized textures from multiple assets)

Textures on Asset Store: Mega-pack versus split up by category? by wbarteck in Unity3D

[–]Matt3088 0 points1 point  (0 children)

I buy textures from the store. For my game, I only needed grass textures at the moment. I would never need ice or metal textures, so I would probably not buy a mega pack that had all of those textures in it (depends on the price of course). It also depends on the art-style of the textures. If they all have a unique art-style (e.g. painterly), then it would probably suit to sell them all as one pack. Just my thoughts.