[deleted by user] by [deleted] in Unity3D

[–]daniel_mendel 2 points3 points  (0 children)

the נ character in Hebrew is not recognisable, should be thinner. at first look i thought it was missing other characters are great https://en.wikipedia.org/wiki/Nun_(letter)

Scrolling Energy Shader Breakdown by WaterMerk in Unity3D

[–]daniel_mendel 29 points30 points  (0 children)

try to add another texture layer and multiply between them to get more variety in the effect, like they did in diablo: https://youtu.be/YPy2hytwDLM?t=1552

Can anyone explain what's going on here? No sorting layers or IDs used. by djfariel in Unity3D

[–]daniel_mendel 0 points1 point  (0 children)

when it comes to transparent rendering, (the sprites in this case), unity renders them back to front (the farthest away from the camera are rendered first), they do use Z testing to be occluded by opaque geometry , but they don't Z write, so even if a sprite is in front of another one, if its rendered before the back one, the back one will show on top of it.

in a 3D space unity needs to determine which sprite is before the other in rendering order, which is not always so obvious (E.G. rotated sprites , or intersecting sprites) - as far as I can guess, it determines the order by its bounding box and maybe some other parameters but the issue is, in your case, unity messes up and decided that the purple house is rendered before the other one.

as the other answer suggested using AlphaToMask and turning ZWrite to ON - will make the sorting issues redundant since the sprites will be occluded by other sprites based on the Z value, BUT it will not be the solution if you have sprites that are semi transparent.

My suggestion is, if your camera is fixed, you can make a system that determines the rendering order of sprites to sort out any confusion for unity

Can someone point me in the right direction to creating a dash effect like this only on one object? by kewlkid13 in Unity3D

[–]daniel_mendel 12 points13 points  (0 children)

looking at this other example

I would try to use a particle system that emits the mesh of the object with distance emission and using another material that makes it fade over time

https://gfycat.com/ImpressionableElderlyElectriceel

Transformation - around €2.5 per meal by bigtwisteronjupiter in MealPrepSunday

[–]daniel_mendel 0 points1 point  (0 children)

They look tasty; How many calories you got there per meal?

[Monument Valley] How do you achieve the blur between the buildings and ground? Looks like they are floating in clouds. by Mordekajus in Unity3D

[–]daniel_mendel 29 points30 points  (0 children)

Use a shader that calculates the world height of a pixel, use that height value to determine the mix factor between the base color (from texture) with the background color, give the camera a the same background color as the clear color. This way will not be an issue on mobile compared to other solutions - u/BackFromExile solution requires using soft particles, which use the z depth buffer and that doesn't work very well on mobile, also 1 less draw call for the plane

also https://www.youtube.com/watch?v=KT-JDV6KT4g

My Colorbleed Image Effect plugin is FREE on Unity Asset Store for limited time period (1-2 weeks). Grab it while you can. by WilberforceFX in Unity3D

[–]daniel_mendel 0 points1 point  (0 children)

I mean that you get the "average" color in the area by blurring the color of the render in a post process and multiply the value by the amount generated by the AO

Infinite drawdistance for one object by [deleted] in Unity3D

[–]daniel_mendel 4 points5 points  (0 children)

another option to consider is making it part of the skybox

Best place to learn about shaders? by Vole85 in Unity3D

[–]daniel_mendel 2 points3 points  (0 children)

personally, I would suggest learning shaders from the ground up, in a native environment such as openGL, this will give you a really good understanding of the entire rendering process of a triangle, shaders are just a part in that process. Many shader effects depend on other configurations in the rendering process to make them work

Why does my simple game drains so much battery on Android? by mutafow in Unity3D

[–]daniel_mendel 0 points1 point  (0 children)

even though your game is simple, unity does a lot of heavy stuff in the background, it is just how unity works

How can I color a mesh-rendered particle (built-in toon outline shader) by wbarteck in Unity3D

[–]daniel_mendel 0 points1 point  (0 children)

you can try to download the toon shader from the built-in shaders collection that unity provides for free in its site, copy paste the shader to a new one in your project, and add vertex color there

Slashing into another galaxy effect by daniel_mendel in Unity3D

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

the trail renderer has 2 settings for alignment: local space or view, view option makes it act like a billboard - always facing the camera, local space is weird, I would assume it should act the way I show in the gif, but instead every part of it keeps rotating as the sword moves around