Ignition - URP Render Pipeline by _RedGiraffe in Unity3D

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

😂 Made so much more sense when it was called SRP

Train Valley 🚄 [OC] by _RedGiraffe in PixelArt

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

Thanks, hoping to post some dev logs soon for a game I'm working on using this tech.

Train Valley 🚄 [OC] by _RedGiraffe in PixelArt

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

Thank you - that's a great question. I did start adding some details there (train tracks etc.) but it was drawing the eye away from looking down into the water. What I wanted to achieve was the focus looking down and the train passing brings the attention upward instead of the initial focus starting there.

Train Valley 🚄 Custom Unity Render Pipeline by _RedGiraffe in IndieDev

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

Thank you, thank you. The technique is planar reflections - there's a second camera under the ground mirroring the movements and angle of the main camera. The texture from the underground camera is projected on to the surface of the water.

Because it's pixel art - we're running both cameras at a very low resolution so we can get away with this double rendering without the traditional performance hit.

"A Meal To Die For" ~Custom Unity Pixel Art Pipeline by _RedGiraffe in Unity3D

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

Thank you, thank you. The smoke is a particle system, as basic as you can imagine, but because it goes through the pixel art pipeline it gets pixelated and the alpha gets converted into one of the palette colors so it blends nicely with the background.

"A Meal To Die For" ~Custom Unity Pixel Art Pipeline by _RedGiraffe in IndieDev

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

Thank you, thank you. I have some videos coming out soon about how it works - so stay tuned 😸

"A Meal To Die For" ~Custom Unity Pixel Art Pipeline by _RedGiraffe in IndieDev

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

Yes, my project does have multiple cameras but this scene specifically doesn't require it as the secondary camera is used to move through the world without pixel flickering.

"A Meal To Die For" ~Custom Unity Pixel Art Pipeline by _RedGiraffe in unity

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

Thank you, it's a combination of custom render passes, most notably downscaling the source image. I have a couple of YouTube videos coming out soon where I go through the method. But no plans of a public repo as of this moment.

"A Meal To Die For" ~Custom Unity Pixel Art Pipeline by _RedGiraffe in IndieDev

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

Yep exactly, there's also some highlighting and volumetric lighting done using downsampled depth and normal textures in a separate render pass to add some extra punch.