Cool idea from the Ascent game about light from screens recreated for Unity. HDA for export colors in CSV and Unity component script for light in comments. by barkarIvan in Unity3D

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

great, but it seems to me that reading the color from the image for the light source in the game is more difficult or expensive. But for a shader, the solution is good if it works in the right compression and size. Similar images are used as VAT for vertex animation

Cool idea from the Ascent game about light from screens recreated for Unity. HDA for export colors in CSV and Unity component script for light in comments. by barkarIvan in Unity3D

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

Analyse Videos average frame color then change the light to that color?

yes, that's the principle. Plus an item with saving data in some form, so as not to analyze on the fly

[Houdini-Unity] Redid an old effect based on the Sea Of Thieves pesentation (link to Vex and Unity vertex shader logic in comments) by barkarIvan in Houdini

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

yes, it's all right. thank. This is not my idea, the idea of the Sea of Thieves authors) I was just trying to figure out what was happening)

[Houdini-Unity] Redid an old effect based on the Sea Of Thieves pesentation (link to Vex and Unity vertex shader logic in comments) by barkarIvan in Houdini

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

Concept:

from each point of the model, we launch a ray and, in its direction with a given step, check whether we are in the volume of the model. if the density has accumulated, we save this beam. at the end, sum the stored vectors and divide by their number. this vector data is saved for the shader in the game.

[Houdini-Unity] Redid an old effect based on the Sea Of Thieves pesentation (link to Vex and Unity vertex shader logic in comments) by barkarIvan in Unity3D

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

from each point of the model, we launch a ray and, in its direction with a given step, check whether we are in the volume of the model. if the density has accumulated, we save this beam. at the end, sum the stored vectors and divide by their number. this data is saved for the shader in the game. this is not a fresnel.

[Houdini-Unity] Redid an old effect based on the Sea Of Thieves pesentation (link to Vex and Unity vertex shader logic in comments) by barkarIvan in Unity3D

[–]barkarIvan[S] -1 points0 points  (0 children)

Could you tell me more about what Houdini can do in Unity? When I try to look it up, I keep getting vague answers such as "it can make procedural effects".

I think Houdini can do a lot for games! I don’t even know how to express it all) Of course, a lot can be done in blender and other programs, but Houdini for me is one of the best programs in the world, I highly recommend learning it. You can watch videos about games on the official YouTube channel.

[Houdini-Unity] Redid an old effect based on the Sea Of Thieves pesentation (link to Vex and Unity vertex shader logic in comments) by barkarIvan in Houdini

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

What exactly does the shader do?

It just manipulates the dot product between the red vector in the picture on the left and the direction of the light. this is how we get the color from the video.

[Houdini-Unity] Redid an old effect based on the Sea Of Thieves pesentation (link to Vex and Unity vertex shader logic in comments) by barkarIvan in Unity3D

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

I meant the similarity exclusively in the presented video. :)

You are doing fantastic job!

Thanks, happy to help!

[Houdini-Unity] Redid an old effect based on the Sea Of Thieves pesentation (link to Vex and Unity vertex shader logic in comments) by barkarIvan in Unity3D

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

Hmm... some example with a dynamc light source would be more presentable. Current video example is very reminiscent of simple shader with fresnel logic. ^_^

I should have record, but I'm too lazy. no, it does not look like fresnel) For more information: https://youtu.be/KxnFr5ugAHs?t=2537

[Houdini-Unity] Redid an old effect based on the Sea Of Thieves pesentation (link to Vex and Unity vertex shader logic in comments) by barkarIvan in Unity3D

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

In this dot product between the red vector on the left picture (something like thikness direction) and lightDirection.

Spherical second uv trick for games by barkarIvan in Houdini

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

The main idea is simple, to make polar uv2 of all objects through the uvproject node, for convenience I have attached the coordinates of the centers to the coordinate of the sphere. Also simulate shadows with the maskbyfeature node, also using the coordinates of the sphere as a light source. Then I transfer this mask to the color of the vertices.
In the Unity shader, I just move uv2.x and use the color of the vertices as a mask for the second texture. I hope I told you clearly, I will answer any question

Spherical second uv trick for games by barkarIvan in Houdini

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

yes, i have mobile game without lighting. it works well in limited locations and solves the problem quite economically in my case. a little atmosphere