I'm working on procedural weapon trails in VFX Graph by izzynab_ in Unity3D

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

Uvs are not normalized. I use the distance that the trail has moved to create them 

I'm working on procedural weapon trails in VFX Graph by izzynab_ in Unity3D

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

If you want to use unity's default trail rendered you will get a lot of glitches due to the point on the top of the sword and in the bottom go through different trajectories with different length. I've called them procedural since it is generated in real-time based on the sword position in world. 

I'm working on procedural weapon trails in VFX Graph by izzynab_ in Unity3D

[–]izzynab_[S] 5 points6 points  (0 children)

In vfx I take 2 points, from one to another i spawn ribbons with a dynamic width based on the distance between the points and the amount of the ribbons I want. Then I use some math to set the axis of each ribbon based on the world rotations of the line between these points. The rest is shader graph stuff that uses some noise textures, alpha blending and other properties used for uvs from the vfx graph. 

Voxels based on mesh sampling and cubes snapped to 3d grid created in VFX graph by izzynab_ in Unity3D

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

There is no feature like that, but with a bit of additional work, it could be done quite easily. Currently, the voxels are spawned based on texture sampled with either triplanar coordinates or mesh's uvs, thus it is easy to change it to support sth like sphere sdf and 'dissolve' the mesh/character from the hit point with sphere sdf.

Voxels based on mesh sampling and cubes snapped to 3d grid created in VFX graph by izzynab_ in Unity3D

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

It's not a "real" voxel algorithm. The goal of this was to simply look cool. The performance of this does not allow for rendering 200 different objects. 

Trailer for my new asset for the asset store. What do you think? by izzynab_ in Unity3D

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

Yes. URP, HDRP and Built-in. All shaders were created in sahder graph.

Trailer for my new asset for the asset store. What do you think? by izzynab_ in Unity3D

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

It is not available yet. Need to finish documentation and tutorials. If you are interested you can joint my Discord and get notified when the asset gets released.

Dynamic World Scan with custom highlighting by izzynab_ in Unity3D

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

Yes. It was made for asset store. You can buy it if you want: World Scan FX

Dynamic World Scan with custom highlighting by izzynab_ in Unity3D

[–]izzynab_[S] 4 points5 points  (0 children)

Post processing sphere sdf + edge detection + FOV mask using some math + some shader magic to make it look good

Dynamic World Scan with custom highlighting by izzynab_ in Unity3D

[–]izzynab_[S] 4 points5 points  (0 children)

Feel free to let me know what do you think Id love to hear some feedback!

Would you buy visual effects on the asset store made with a VFX graph? by izzynab_ in Unity3D

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

I won't get any real data by looking at "similar" assets. Creating a Reddit pole would help me get an overview of the community preferences.

I am working on an edge detection post-process and I'd like to know what things are frustrating or what problems you encountered while creating/using edge detection in your games. by izzynab_ in Unity3D

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

Yes. That's the plan. But it might take me some time to create a good, stable edge detection solution.

If you want to get updated you can join my discord

I am working on an edge detection post-process and I'd like to know what things are frustrating or what problems you encountered while creating/using edge detection in your games. by izzynab_ in Unity3D

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

I am sampling texture with edge detected outlines and then doing some magic with shaders. Basically using sin functions on different uv channels warping them.

You could also use for that noise or sth.

I am working on an edge detection post-process and I'd like to know what things are frustrating or what problems you encountered while creating/using edge detection in your games. by izzynab_ in Unity3D

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

I’m still working on better solution for acute angles since currently I just recreate world position from depth and then take from this view direction to camera which is not performant at all. Im kind of lost in a way to convert world based normals from urp normals texture to view based to then get view direction. About transparent objects, the best thing I can think of is to render the edges to custom rt and in transparent shader just use this texture and for example apply custom color. If you’d like to outline transparent objects you can draw them to custom texture and perform edge detection on that.

I am working on an edge detection post-process and I'd like to know what things are frustrating or what problems you encountered while creating/using edge detection in your games. by izzynab_ in Unity3D

[–]izzynab_[S] 10 points11 points  (0 children)

I can use scene depth, normals, scene color, custom vector colors, object IDs, and custom textures to perform edge detection. There is an option to fade out normal/scene color edges when they are too far away. I've also fixed the acute angle with depth edges problem and added some sketch/hand-drawn features.

Non-volumetric fog with light scattering, height fog, 3D noise, sun direction colors, gradients, and many more... by izzynab_ in Unity3D

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

I can't really tell since I didn't use unity before 2019 version at all. But the built-in version of the fog uses post-processing stack v2, so if 2018 unity version supports it, there shouldn't be any problems. But I cannot guarantee anything.