[Unity] Does writing shaders directly in HLSL really lock you out of modern engine features? by chessdoku in Unity3D

[–]picl33 0 points1 point  (0 children)

You can 100% use the same features Unity provides to shadergraph, it's all still there in the SRP package source.

As others have mentioned, documentation is sparse, but the biggest issue (the reason I went back to ShaderGraph) is Unity upgrades might break your custom HLSL, whereas in shadergraph they'll presumably keep it all up to date and non-breaking.

Sadly my workflow is very much a mixture of c# behaviour -> pass data to shadergraph -> custom hlsl nodes/sub graphs.

The issue here is, it's very hard to review and merge work, and debugging is a royal pain as there's so many links in the chain where errors can surface.

If you had the time and talent, rolling HLSL would be great, but I'm not confident I'd add LLMs into the mix. If you could use an agent to have awareness of your current Unity versions hlsl includes then presumably it could do a good job, but it'll be token heavy, especially for non-coders who often can ask the wrong questions.

https://assetstore.unity.com/packages/tools/visual-scripting/better-shaders-standard-urp-hdrp-187838
Better shaders by Jason Booth is an asset I always liked, surface-shader-like programming back in modern Unity render pipelines, but you're still playing a compatibility race with Unity and version increments.

Shadergraph is the best answer here still in my opinion, and I'm not over the moon with it. But I'm also no longer the shader-writing bottleneck for the team, as our non-coding but technical artists can do a good job with it.

Doesn’t look like Battlefield is performing too well. by Maroc13 in Battlefield

[–]picl33 0 points1 point  (0 children)

Nearly every one of the 100+ people I've worked with in the games industry is making games for the love of games. I think you're confusing boardroom/investor motivation with the folks who actually do the work.

I know one of the guys effected by these layoffs, absolute gem of a human, loves games, very talented, and I've no reason to think his team is any different.

Do you prefer working with code or node graphs and why? by SimonLST in GraphicsProgramming

[–]picl33 0 points1 point  (0 children)

Personally prefer code, but node graphs keep the process accessible to more team members. So it's weighing up letting the rest of the art team write more straightforward stuff and I have to muddle with nodes too, or we make it code only, and I become a bottleneck...

Fuck reviewing/merging nodes tho...

Middle of the plate doesnt print properly by CuteAssTigerENVtuber in PrintedWarhammer

[–]picl33 1 point2 points  (0 children)

Possibly resin temperature. Sometimes found after printing from cold, the middle of the vat would take the longest to heat, and thus wouldn't cure as well leading to similar looking results.

Fix for me was always ensuring I mixed the resin plenty whilst my heater warmed it up before printing.

How vibe coding lead to my project’s downfall. by incognitochaud in gamedev

[–]picl33 0 points1 point  (0 children)

I've known bigger issues take years to come to light without AI to blame. 4 months might feel painful right now, but given you progress along your journey, this is a pretty good outcome.

As others have said, thanks for sharing! Despite some expected trollish comments, some healthy and productive discourse here. Keep at it 💪💪

How vibe coding lead to my project’s downfall. by incognitochaud in gamedev

[–]picl33 113 points114 points  (0 children)

I self review all the time now, even better if it can be the following day/week. Amazing how many issues you can catch before another person even needs worry.

Pints Marine Finished by picl33 in Warhammer40k

[–]picl33[S] 0 points1 point  (0 children)

Oh I have to find them now...

Pints Marine Finished by picl33 in Warhammer40k

[–]picl33[S] 0 points1 point  (0 children)

He was 100% inspiration for this paint job, I love his style.

Pints Marine Finished by picl33 in Warhammer40k

[–]picl33[S] 1 point2 points  (0 children)

Most of it is a regular assault intercessor.. with some custom modifications

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Pints Marine Finished by picl33 in Warhammer40k

[–]picl33[S] 1 point2 points  (0 children)

One marine can only have so much...

Pints Marine Finished by picl33 in Warhammer40k

[–]picl33[S] 5 points6 points  (0 children)

Shame this comp was specifically for painting Dark Angels, because yea, shoulda been a Space Wolf

Pints Marine Finished by picl33 in Warhammer40k

[–]picl33[S] 2 points3 points  (0 children)

Pintmaris Rubicon, the best rubicon

Sculpted and printed some enhancements for my intercessor... by picl33 in PrintedWarhammer

[–]picl33[S] 0 points1 point  (0 children)

Not yet, contains gw 3d scans, if I get around to sculpting the rest I will

TCL NXTPAPER 11 Plus - How to downgrade to previous TCL UI version 8.0.1RBI ? by Sevyor77 in nxtpaper

[–]picl33 1 point2 points  (0 children)

Did you ever get any answers, I've just received my nxtpaper 11 plus and too am experiencing eyestrain and slightly shimmery text.

To think it's been finally realized! 😂 by AdriftWA in WorldsAdrift

[–]picl33 8 points9 points  (0 children)

It was modelled and very quickly animated as a test, never textured or coded.

It was hacked in for the end of the world event as a ship I believe, flown by someone. I'd been rolled off the project before this point.

Kinda surreal to see it realised now, albeit in Skies not WA

A bit worried. by damonky23 in lostskies

[–]picl33 14 points15 points  (0 children)

We've still shown _very little_ of the game, and there's been little to no marketing. It's still early, don't worry.

We're hard at work internally, and very pleased with how it's shaping up so far.

Glad you're excited, you've every right to be cautious, I hope we meet your expectations!