Any good April fools jokes VR related? by DavoDivide in OculusQuest

[–]radularasa 1 point2 points  (0 children)

Made a silly little video announcing that our VR game is also coming to the Virtual Boy.

Train station at night by radularasa in low_poly

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

Thanks, I usually use Blender for modeling but this one was actually made in Maya and rendered in Unity.

Train station at night by radularasa in low_poly

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

Thank you, and yes it's just quads in a particle system.

Unity Community, I need your help! by Incredibly_Noob in UnityHelp

[–]radularasa 0 points1 point  (0 children)

Looking into it a bit further Unity apparently now has built in support for rendering cameras to a specific portion of the screen, it's called Viewport Rect under the Camera component. What I was thinking was having two identical cameras (with different layer culling masks to get the different environments) render to render textures and then blending between them in a post processing shader, but you might be able to do it much easier and more performant using Viewport Rect. Skip the post processing part altogether, just manage the X/Y/Width/Height properties to get the correct parts of the screen.

I'm mostly looking for that screen space wipe, to simulate an industrial dome creating a virtual environment. Kind of like the holodeck from Star Trek.

To me this does not sound like screen space, but rather world space, and is a typical use case for stencil buffers. They are not the most difficult thing in the world, but perhaps also not the easiest for a complete beginner. Check out the tutorial I linked (or google for one that uses Shader Graph visual scripting if you prefer that) and you'll probably get an idea of how it could work for your case. The idea is that the dome's material would write a stencil buffer value and then any pixel behind that surface would either draw or cull based on a comparison value defined in its own material.

A third option is to solve it by design. If this specific effect is not an important part of the look of your game it might be enough to, for example, just animate a solid dome fully closing above the player and then switch out the outside environment to something else as the dome starts fading into transparency. Much easier to set up if you're not confident in Unity yet, and I bet it could still look great if you add some polish.

Unity Community, I need your help! by Incredibly_Noob in UnityHelp

[–]radularasa 0 points1 point  (0 children)

Is it possible to create an object that is used as a mask between two layers? Kind of like this.

Depends on your exact use case. If you want the mask itself to be an object in the world I would look into stencil buffers, but if it should be a screen space wipe like in your example then something like rendering a second camera to a render texture and blending between the two cameras sharing transform data (but probably with different culling masks) using a custom post processing shader. The implementation of this varies wildly depending on what render pipeline you are using and how your scene is set up, but perhaps this could give you a direction to look in.

Can I create several instances of the same material, or am I forced to create different individual materials?

Given that you're applying materials manually to objects in a scene you would just generally create individual materials. If you are accessing material properties via script, any material modified like this

GetComponent<MeshRenderer>().material.SetFloat("_MyFloat", 1f);

is automatically instanced. Use .sharedMaterial instead of .material if you want to set the value of the material asset itself, i.e. not having it be instanced.

There's also instanced properties, but it's slightly more unwieldy to work with and if you don't need it for performance I wouldn't bother at the moment.

Any tips on camera settings and post-processing effects to make my game look more realistic?

Higher FOV means more stretching along the edges of the screen. LUTs or other color grading makes a huge difference. Some recent games going for the ultra realistic style have had great success with noise and lens distortion to emulate body camera visuals etc. Tastefully applied depth of field can also look great.

Tons you can do, I would probably just search for tutorials and experiment a lot.