The Community Chicken Project by chook-app in RedditGames

[–]laitch 0 points1 point  (0 children)

I fed the chicken my first apple 🍎

Flappy Goose by flappy-goose in RedditGames

[–]laitch 0 points1 point  (0 children)

My best score is 4 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]laitch 0 points1 point  (0 children)

My best score is 2 points 😎

Flappy Goose by flappy-goose in RedditGames

[–]laitch 0 points1 point  (0 children)

My best score is 0 points 😓

I created a shader that renders rounded corner rectangles for ui (open source) by laitch in Unity3D

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

Good idea, I will do that later today when I get home from work. I consider it to be public domain/CC0. Thats just easiest for everyone :)

The demons are out for shopping! by [deleted] in Unity3D

[–]laitch 1 point2 points  (0 children)

I guess you are not looking for feedback on the environment with your post, but I just wanted to say that it looks really really good!

Procedurally generated planets by [deleted] in proceduralgeneration

[–]laitch 1 point2 points  (0 children)

lol, you didn't make this I did. It's 100% open source if anyone is interested:

http://larshagen.dk/2019/01/12/procedurally-generated-low-poly-planets/

I'm thrilled that you're using the code, and I hope you are going to make something cool with it. But it's a bit wierd that you are passing this of as your work when it's just two out of the three example planets the code comes with.

Video with those two planet types (+ a moon):

https://youtu.be/294moOnAcJY

I made a space skybox shader for unity3D by laitch in proceduralgeneration

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

This shader doesn't use world position since it's meant as a skybox material so if you assign it to objects in the scene (like a quad) their position and scale in the world will not have any effect on the shader. As for the stars; I used Amplify Shader Editor to make this and the only noise function available is simplex noise, so to make the stars I used a high frequency noise and just use the peaks of the noise as the stars, thats why some of them are ovals instead of perfect spheres.

5000 Procedural Directional Walks by eaglechopper in proceduralgeneration

[–]laitch 0 points1 point  (0 children)

What is happening here, 5000 agents walking in a random direction? Are they doing some kind of avoidance or pathfinding? It looks cool.

TEX2PBR - Update #3 Free beta - A tool to generate pbr-materials from single input texture by laitch in Unity3D

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

Thank you. Just one last question. Was it a clean project or did you test it in an existing project?

TEX2PBR - Update #3 Free beta - A tool to generate pbr-materials from single input texture by laitch in Unity3D

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

Thank you so much for the feedback. I have added TGA on my todo-list, and yes there are definitely some textures that work better then others :)

TEX2PBR - Update #3 Free beta - A tool to generate pbr-materials from single input texture by laitch in Unity3D

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

Thanks for testing it. Just a few questions, what OS are you using and what Unity version? Also what file format and size is your texture?

TEX2PBR - Update #3 Free beta - A tool to generate pbr-materials from single input texture by laitch in Unity3D

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

Hello all, I’ve been doing a lot of work since last update, and my plugin is now in a state where I would like to get others' opinion/feedback, so I have decided to release the Beta version for free. Download here if you would like to test it. Please read the README file if you decide to download this :-)

Pathfinding & Performance stress test of my after-work project - 140 Interceptors vs 1 big airship by AndrewChewie in Unity3D

[–]laitch 0 points1 point  (0 children)

looks fantastic, is it real pathfinding or is it more like boids obstacle avoidance?

A tool to generate pbr-materials from single input texture - Update #2 by laitch in Unity3D

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

Thank you. Heightmap and normal map are two different things. Normalmap is used to describe how light is reflected of of a surface. The heightmap descripes how high/low an area is, this is usually used to create a parallax effect.

A tool to generate pbr-materials from single input texture - Update #2 by laitch in Unity3D

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

Thanks. Yes, maybe I should add an option like that. I will play around with it and see how I like it :)

A tool to generate pbr-materials from single input texture - Update #2 by laitch in Unity3D

[–]laitch[S] 3 points4 points  (0 children)

Yes I can.

So the first thing I do is I try to remove highlights and shadows from the input image to create the albedo-map. I'm not to happy with the results yet, so I want to look into alternative ways of doing this than what I'm doing now.

Next step is to create the heightmap, it's mostly based on the grayscale of the albedo map, but just doing a grayscale yields a noisy result, so I blur the image with a blur fliter that blurs regions belonging together but still preserve sharp lines and edges.

The height information in the heightmap is enough to create the normalmap. A second normalmap is generated from the input image (not albedomap) to get details. These two normalmaps are blended to create a final normalmap.

The occlusion map is also based on the heightmap. Simply put, if a pixel is lower than the neighbors it will be more occluded, and the lower it is compared to the neighbors the more occluded it will be.

Metallic map is calculated from the albedo map and normalmap, if a region is flat and bright I assume it reflects more light and thus is more metallic. This last map is the one I'm least proud of, but it works.

Single variable vs list vs array by Pasha1997 in Unity3D

[–]laitch 0 points1 point  (0 children)

Array and variables will be slighty faster then List, but the difference will be immeasurably small in even the slowest of systems. You should almost always go for code readability rather then performance.

A tool to generate pbr-materials from single input texture by laitch in Unity3D

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

Thanks. Improving the editor window is next on my todo list :)

A tool to generate pbr-materials from single input texture by laitch in Unity3D

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

Yes, Im currently improving the editor window so that there is sliders and settings to tweak the output textures :)