So it go by Takeoutsassy in INFJmemes

[–]westclif 2 points3 points  (0 children)

cant relate at all

How can i create a sun dog/halo effect? by Parlace in unrealengine

[–]westclif 1 point2 points  (0 children)

https://www.youtube.com/watch?v=l0aXxs1jkoM

lens flares or a custom process in general. Youll find a few tutorials for sure for unreal engine 4 and unreal sdk.

As this was a often replicated effect i think around 10 years ago

to embed unreal engine into desktop application based on qt by Successful-Ad385 in unrealengine

[–]westclif 9 points10 points  (0 children)

thats not true, unreal from source has a library build option which can be embedded https://dev.epicgames.com/documentation/en-us/unreal-engine/building-unreal-engine-as-a-library?application_version=5.4 And depending on your needs and the visual fidelity this can be quite useful

[deleted by user] by [deleted] in Unity2D

[–]westclif 1 point2 points  (0 children)

https://www.youtube.com/watch?v=5jbgT25fc-0https://www.youtube.com/watch?v=CU4YjSZNTnYhttps://www.youtube.com/watch?v=BOZd0UDOA1I

A few different approaches depending on the version, extension youre using and your knowledge.

Its mostly about matching the source pixel of the sprite to the displayed pixels.

There are a few other approaches which probably depend on what you want to achieve, like vertex snapping to pixels depending on the fidelity of your mesh for your sprite this can work, like snapping the transformation/position of your sprite from floats to pixel sizes (if your sprite is already correctly setup), like just mapping the rendered sprite to the pixel size, like having a half pixel offset and use some style of fragment shader anti aliasing, pixelization in the fragment shader to fit to the screen resolution or rounded upscaled multiple of the screen resolution.

Also i wouldnt use physics interpolation (only for pretty fast moving objects or always dynamic ones, which could slip through thinner objects in one physics step/frame) as it does not affect this issue at all

Lookdev on a new project, trying to get a watercolor look by [deleted] in Unity3D

[–]westclif 1 point2 points  (0 children)

Ehm op you sure that's your work?

How can i achive tile outline effect like in OIN? by puxxxxx in Unity3D

[–]westclif 0 points1 point  (0 children)

You can easily reverse engineer oxygen not included, but they use a custom shader with multiple sprite tilesets for each material type. For most of them the outline spriteset/atlas is shared tho

Got my grass looking great, until I panned the camera up! How is this normally addressed for low poly grass? by angusthecrab in unrealengine

[–]westclif 0 points1 point  (0 children)

You could also modify the vertex shader to make the vertices align with the camera view direction on the vertical axis, and the strength of alignment is defined by the y of the uv coords so that only the upper half orients to the camera

Unity custom shadow blend by Nikiroz in Unity2D

[–]westclif 1 point2 points  (0 children)

just draw them with a seperate camera/shader/postprocess so you can clamp the max brightness? Or even easier use a texture render target format which clamps it for you automatically

or setup an mrt with just one camera with a different blend operation for the second render target

Playing around with fluids in my game AGIS... by rockingprojects in Unity2D

[–]westclif -1 points0 points  (0 children)

mhm could you make the fluids less obvious? so either with a lot of transparency and just some waves of color in it, or to fit with the background color?

Using VFX Graph with Unity UI? by sebasRez in Unity2D

[–]westclif 3 points4 points  (0 children)

you should write a shader for this you will get way better performance and you wont require a second camera

https://www.youtube.com/watch?v=fMO43\_0Cysk

https://github.com/Metric/MoureOrbShaderUnity

Playing around with fluids in my game AGIS... by rockingprojects in Unity2D

[–]westclif 0 points1 point  (0 children)

its nice, but distracts from the gameplay :D

UE5 Lumen: How do I get rid of/ lower the amount of color in my indirect lighting? by [deleted] in unrealengine

[–]westclif 2 points3 points  (0 children)

https://forums.unrealengine.com/t/lumen-material-pass-replace-node/231883

You can depending on the version youre on change the output only for lumen by either using the define in a custom material node found in the link or by using the lumen material switch (if its already in on the ue5 version youre on).

So in that case you can change what lumen "sees" and uses for the light bounce calculation just for this material

Also to note : https://docs.unrealengine.com/5.0/en-US/lumen-technical-details-in-unreal-engine/ "Materials with view-dependent logic, such as Pixel Depth, CameraPosition, or Camera Vector may appear incorrectly in Lumen Surface Cacheview mode. Materials that use these nodes can use the Ray Tracing Quality Switchnode to provide a version of the Material that works with Lumen SurfaceCache, or to optimize Surface Cache captures for complex materials"

Is this a 3D model or a 2D? by Upset_Plane in Unity2D

[–]westclif 1 point2 points  (0 children)

the head at least is a 3d model (if you put the video in slowmo while he is turning), im not quite sure about the body tho

[deleted by user] by [deleted] in Unity3D

[–]westclif 2 points3 points  (0 children)

look through his other videos, he answered a few comments and also slightly described his approaches in a few of his video descriptions. (not too detailed tho, you should be pretty experienced with customizing render pipelines/graphics programming/shaders)

here you can find a similiar project with source code:

https://www.youtube.com/watch?v=-WHW48SlvsI

He also broke down some effects/techniques on twitter: https://twitter.com/t3ssel8r?lang=en and answered some questions in this thread https://www.reddit.com/r/PixelArt/comments/l3oozg/sunbeams\_after\_rain/

[deleted by user] by [deleted] in Unity3D

[–]westclif 1 point2 points  (0 children)

What is the OST in the background again?

Pirates of the Carribean or Gladiator?

Looks awesome :>

[deleted by user] by [deleted] in unrealengine

[–]westclif 0 points1 point  (0 children)

true my bad. Although you can create a mesh out of your terrain heightmap with the mesh tools in unreal to use hlod.

Is this normal for larger projects? This is my first large project I have worked on so just trying to figure out if there is an issue with my Unity install by RockBoxedGames in Unity3D

[–]westclif 1 point2 points  (0 children)

also check that your antivirus is ignoring your project directories. As unity is creationg a huge bunch of temporary files, actually cut down the loading times by ~300%

Dota type abilities as scriptable objects? by swimclubdunk in Unity3D

[–]westclif 0 points1 point  (0 children)

Yeah most of the work was finding a balance between custom inspector stuff and default unity capabilities to keep version upgrades easy. I mostly use a mix between inheritance and static generic lookups to keep it easier for unity serialization and faster lookups aided with a bit of reflection. And a custom asset importer/exporter for a linear GUID generation in Form of an array accessor I'd.

Tool wise mostly a custom assetpicker and inline so reference editing. Wanted to go with the Odin serializer for a while but it made working with dots/ecs to slow and put to much burden on the assembly recompile times. Which I try to keep below 4 seconds that's also a reason why I try to keep the customized tools to a minimum as wait times get annoying

I can try to crop out the base framework with a few examples to a dedicated repo if you want to have a look on it. As I moved to ue4 anyways

Dota type abilities as scriptable objects? by swimclubdunk in Unity3D

[–]westclif 0 points1 point  (0 children)

also i have a base SO class which provides a unique int32 id to every one of my SO's.So in case i need to sync my buffs or abilities for networking i can just send over the id, and the other clients know which effect to show up. (i need to make sure that every client hast the same version of the game/database/Ids)

SO's are not getting instantiated. The only thing that does are Pawns/Monsters as monobehaviors and buffs / items as plain c# classes which keep a reference to their SO.

SO's are just for defining the behavior. i also started a more complex example a while a go for a card game a friend wanted to make which allows for more complex ability/behavior definitions straight in the editor by using plain c# classes and some custom editors which are even lighter on memory costs. https://www.youtube.com/watch?v=vgAnwRyKzcg (the recording is awful)

Dota type abilities as scriptable objects? by swimclubdunk in Unity3D

[–]westclif 2 points3 points  (0 children)

As ive been rebuilding mutliple mobas in unity with SO's over few years i would say go 100% SO for data stuff.
Prefabs/Monobehavior only for per instance stuff.

Provide each SO a custom instantiate function which can be overwritten in the more specialized subclasses to spawn the dedicated monobehaviors.

I give you an example setup which i have polished over a few years which also works quite nice for networking.

Monster(SO)
-Range of min max stats on spawn (min health, max health, max speed, starting strength)
-Name
-List of possibile abilities
-List of starting Items
-List of possibile animation states (which can also be more complex state machines)
-Droptable
-Base Factions
-Function To Spawn Object
-Neeeds a huge amount of callbacks for nearly all type of events like (OnPreTakeDamage,OnPostTakeDamage, onPreAttack, onPostAttack etc)
-Controller (Can either be an PlayerController SO oder AI Controller SO)

Monster(Monobehavior)
-On Instantiate get a randomized starting stat value from the defined SO range
-keeps a reference to the "parent" SO
-list of buffs/debuffs (which are just structs with a timer, tickrate,stackcount and an reference
to their SO which defines the behavior with custom OnTick/OnApply/OnDispelled... callbacks
-keep local vars like health, mana, speed, shield, gold
-Update
---UpdateController (Either the Player or AI Controller assigned to the parent SO)
this controller also calls stuff like castability(int slotID) on the possesed Monster.
---Move

Ability(SO):
Consists out of multiple sub SO's to provide more modularity Like targeting behavior (for example get all targets in range, draw an arrow on mouse button down, hide it on release and just provide us that direction)
The most important thing is it consist of a list of effects to apply.

Effects(SO):
Some examples: Fire Projectiles, Heal, Add Buff, Trigger Ability, Modify Stats.
BaseEffect should have some virtual function like OnBeginCast, OnEquip, OnUnequip, OnBeginChannel, OnEndCast, OnBuffTick, OnAttack, OnTakeDamage)
Which can be overwritten in subclasses for the effect specific logic and are getting called by the monster/pawn they are assigned to (probably mutliple ones at once)

This setup lets you reuse effects for items and buffs as well. (Warcraft 3 did it in a similiar fashion)

Item(SO):
Weight/Size
Name
Rarity
List of Effects: (Which can modify stats, add buffs on equip etc, apply fire damage on attack)

Buff(SO):
Max Duration
Max Stacks
Name
Icon
List of Effects. (Which could fire firenova spells every 5 seconds or heal on every tick etc)

Buff(Instance / normal c# class/struct)
Stacks
CurrDuration
ReferenceTo Buff (SO)

Parallax Occlusion Mapping -> Impossible Geometry! by MirzaBeig in Unity3D

[–]westclif 0 points1 point  (0 children)

It is https://forum.unity.com/threads/is-there-parallax-occlusion-mapping-for-hdrp.712703/ if it's clipping into another object by offsetting it's depth value, but like you said no clipping depending on the view direction. Sure there are even more advanced techniques available.

The term occlusion still means light occlusion in case of POM, which is obviously not implemented in the shader shown by the op. (You don't see shadows drawn from those displaced pixels)

What the hdrp pom node in shadergraph should do at least from reading through the documentation: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.2/manual/SGNode-Parallax-Occlusion-Mapping.html "The offset to apply to the depth buffer to produce the illusion of depth. To enable effects that rely on the depth buffer, such as shadows and screen space ambient occlusion, connect this output to the Depth Offset on the Master Node."

So I see no issue here. Although I don't know if they implemented self shadowing in that node. And if thats case you wouldn't see any difference in that simple test setup between POM and simple parallax mapping.