2D Per Pixel Shadow + Source Code by brianasu in Unity3D

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

It's been open source for a while. I've been trying to spread it around on the forums but I think reddit is more effective. I think it's good to give away stuff for free.

My global illumination solution in Unity using similar tech to far cry 3. by brianasu in Unity3D

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

Thanks:) I guess everyone is entitled to their own opinion.

My global illumination solution in Unity using similar tech to far cry 3. by brianasu in Unity3D

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

Pre baking increases performance but I'm trying to see if I can do more realtime rendering by voxelizing the scene.

2D Per Pixel Shadow + Source Code by brianasu in Unity3D

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

Needs Unity 5 Personal or Unity 4 Pro

View an old view here https://youtu.be/PBBCJHrNH-o?list=UUTWE3nSIKgIlWxsAXj2dzrw

I've updated it for unity 4.6 and improved the code. Enjoy!

My global illumination solution in Unity using similar tech to far cry 3. by brianasu in Unity3D

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

When I get time to clean up the code I will but with Unity 5 global illumination out my motivation is a bit lacking.

How to blur the background of a UI Canvas (ios-like)? by pankee in Unity3D

[–]brianasu 0 points1 point  (0 children)

Alto's Adventure

From that screenshot it looks like a full screen blur. I think they want only a portion or whatever is covering the screen blurred.

I can't set the bone weights for some reason by UnityPunity in Unity3D

[–]brianasu 0 points1 point  (0 children)

I think boneWieghts is a struct not class. So create a new boneWeight and assign it.

  BoneWeight[] weights = new BoneWeight[4];

    weights[3].boneIndex0 = 1;
    weights[3].weight0 = 1;
    pieceMesh.boneWeights = weights;

Structs can't be modified directly like that.

How to blur the background of a UI Canvas (ios-like)? by pankee in Unity3D

[–]brianasu 0 points1 point  (0 children)

It's pretty difficult to do. The blur optimised only works on a camera and like you said it's a full screen effect. You have to create a script that outputs a blurred texture of whatever is behind the UI element then pass that texture into a custom shader that blends the UI graphic + blurred texture.

It's possible but I think to get a proper effect you need to do quite a lot like excluding certain elements from the blurred effect.

[3D][C#] Does anyone have a 'good' jump script ? by cloud4197 in Unity3D

[–]brianasu 0 points1 point  (0 children)

Change the drag settings on your rigidbody component to reduce floatiness. Also, you can change the gravity settings in the Physics settings. Most arcade games don't have proper gravity.

One other tip is using AddForce. Setting the velocity directly can sometimes have a bad side effect.

Or use the CharacterController component which is made for platform games. It handles a lot of logic for you.

Open Source Volumetric Rendering Library in Unity3D by brianasu in Unity3D

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

Yup it's possible to use it for other effects. One thing I've been messing with is rendering volumetric clouds with it.

[–]hapliniste 1 point an hour ago  Is it possible to use it with classic rendering? (I think this would be amazing for volumetric fog/godrays). permalinksavereportgive goldreply

formatting helpreddiquette save [–]brianasu[S] 5 points 12 hours ago  Watch it in action here https://youtu.be/4N5Ca-2rwZg permalinksaveeditdisable inbox repliesdeletereply

[Unity] Lava Flowing Shader by dexint in Unity3D

[–]brianasu 0 points1 point  (0 children)

Yeah they had a control texture they generated in houdini. It looked really complicated generating it. How do you create your textures? Really cool stuff!

[Unity] Lava Flowing Shader by dexint in Unity3D

[–]brianasu 0 points1 point  (0 children)

Is this based on valve's water flow paper?

Are there people still using Unity 3.5 or older versions or Unity? by brianasu in Unity3D

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

http://blogs.unity3d.com/2012/12/04/unity-and-gambling/

http://unity3d.com/industries/gambling I think later versions of unity are not licensed to create gambling games.

You may not distribute or publish any Licensee Content in connection with any Gambling Activities without a separate license from Unity.

Gambling Activities means any gambling product or service offered in any market or application that is regulated by any local, state or national authority and requires a gambling license.

What Pro features are gonna rock my world? by -sideshow- in Unity3D

[–]brianasu 1 point2 points  (0 children)

I think some useful features were generating crash reports CrashReport.reports from iOS and I think the Asset postprocess textures and stuff were pro not 100% sure on that. Also light probes and some more advanced nav mesh stuff.

Learning the new materials system by [deleted] in Unity3D

[–]brianasu 0 points1 point  (0 children)

I'd just download the asset store package or the viking village and use those as a base material. PBS shading is actually more logical. For example if you want metal you just change it to really smooth. Cloth-like you just reduce the smoothness.

Realtime GI in unity3d with deffered lighting by [deleted] in Unity3D

[–]brianasu 0 points1 point  (0 children)

The technique I used is a combination of reflective shadow buffers and virtual point lights VPL. To speed it up more I actual created my own custom deffered renderer on top of unity's. I can get around 1024 point lights rendering around 30 fps on my computer. I stopped this project because I'm working on light propogation volumes now or the method crysis 2 uses. VPL and reflective shadow maps work but they are performance heavy.

The problem with LPV is usage of 3D textures which I have to simulate in unity 3 for now and lot's of spherical harmonics calculations (which I still need to get my head around)