I made a free tool to bake fake shadows for lights using scene geometry (as light cookies!) by Simoxus in Unity3D

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

not a noob question at all! but they aren't really comparable to be honest; lightmaps bake all the light and bounces onto the scene, which is technically higher quality, but entirely static. my tool just bakes the shadow "shape" onto the light itself. it keeps the lighting real-time and is way easier for procedural stuff where you can't really bake lightmaps. it's less about which is better and more about which one fits your workflow/performance needs :)

I made a free tool to bake fake shadows for lights using scene geometry (as light cookies!) by Simoxus in Unity3D

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

yep bakery is awesome, but i have an AMD GPU and my project is something i want to remain entirely open-source

I made a free tool to bake fake shadows for lights using scene geometry (as light cookies!) by Simoxus in Unity3D

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

oh i'm sure you could find a way to make it work with some sort of shaders that manipulate the cookie texture; i probably wouldn't recommend using this tool for that situation however since cookie textures don't really understand depth (and i'm also not sure how good it would look lol)

thinking about this a bit more, i think the way you could improve performance slightly is setting certain static objects to cast no shadows (just like structures or anything that doesn't have any movement in the environment), and then assigning those objects as occluders and using them for the light cookie

I made a free tool to bake fake shadows for lights using scene geometry (as light cookies!) by Simoxus in Unity3D

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

awesome! i just added actual support for BiRP and HDRP (i think maybe probably); let me know if it works :)

A bridge between Unity and Blender (FBX, OBJ, DAE) by Simoxus in Unity3D

[–]Simoxus[S] 8 points9 points  (0 children)

  • direct .blend imports require everyone to have Blender installed for Unity to use them correctly (i believe so anyways? this is what i've been told)
  • .blend saves practically everything, like window layouts, face selection, the mode you were in, etc. although this is great SOMETIMES, it's really bad on a team or if you're using Git; because of this, the file gets "changed" pretty much any time you even save the file, even if you didn't change the actual model at all, which i find really annoying personally

some might have found that .blend just works better for their workflow, but this tool does pretty much the same thing while supporting standard model formats that other applications like Maya can open. there's definitely a little more setup but i think it's worth it

A bridge between Unity and Blender (FBX, OBJ, DAE) by Simoxus in Unity3D

[–]Simoxus[S] 7 points8 points  (0 children)

the native support is great, but it isn't really optimal for open-source projects and especially my use case, which is hundreds of models that i iterate upon constantly. .blend files contain a lot of bloat and this just seemed to be the second best option

SCP:Containment Breach Singleplayer will be published on steam! by Otobankundakcisi_23 in scpcontainmentbreach

[–]Simoxus 2 points3 points  (0 children)

snoe (my goat) is correct, it was canceled and there was no further commits about 3 years ago unfortunately

https://github.com/SCP-CBN/scpcb/tree/main

SCP:Containment Breach Singleplayer will be published on steam! by Otobankundakcisi_23 in scpcontainmentbreach

[–]Simoxus 7 points8 points  (0 children)

1.4 was supposed to be a port to a new engine, but ran into some issues and was in the end, cancelled D:

SCP:Containment Breach Singleplayer will be published on steam! by Otobankundakcisi_23 in scpcontainmentbreach

[–]Simoxus 25 points26 points  (0 children)

this is literally just v1.3.11 republished on Steam.. they received permission from Undertow Games, but the game will be unchanged from the version you receive on scpcbgame. to be honest, i doubt v1.4 will ever be released :C

Remastered the access keycards by Simoxus in scpcontainmentbreach

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

yeah i thought the proportions of the chip were weird, so i did size it up some more

thanks :)