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Prikvačeni tweet
Hey
#PortfolioDay! I'm Cyan!
I make stylised shaders using #unity3D#shadergraph, Occasionally making tutorials/breakdowns on my blog. Also working on a first person puzzle game.
http://cyangamedev.wordpress.com pic.twitter.com/DapPn2H7nWHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Hey! I wrote up the dissolve shader I made, featuring dissolve based on Y/height and "View-space projected UVs" to prevent UV seams.

#unity3D#shaders#shadergraph#unitytipshttps://cyangamedev.wordpress.com/2020/02/04/dissolve-shader-breakdown/ …Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
I know this isn't super interesting to look at, but I spent (mostly) all day implementing a custom Json-based serialisation system (both saving & loading). It's not complete yet, but I'm sooo happy it's working!

#Unity3D#madewithunity#gamedev#100DaysOfGameDev Day 93pic.twitter.com/hFBLH0AyQm
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More progress on the level editor for my puzzle game project. Took a while to get this to work properly, but I can scale the glass panel now.

#Unity3D#madewithunity#gamedev#100DaysOfGameDev Day 91pic.twitter.com/blPlc4SvMjHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
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I'm using view or screen space based UVs for sampling the noise, to prevent seams like when using mesh UVs (left). It has the effect of moving when the object changes position on the screen (but that can also be fixed, by offsetting based on the transformed object origin).pic.twitter.com/v31EHDvbkL
Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Playing around with dissolve shader effects.
#unity3D#madewithunity#shaders#shadergraphpic.twitter.com/BoZb5AvimvPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
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Hey! I wrote up an introduction to using World space (projected / planar) UVs and Triplanar mapping in shadergraph. Hope it's useful to someone.
https://cyangamedev.wordpress.com/2020/01/28/worldspace-uvs-triplanar-mapping/ …pic.twitter.com/CkU5mJg4Zv
Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Cyan proslijedio/la je Tweet
Shader Graph breakdown post of the Stylized Lava is up now. Shader Graph file is attached to the post!
#gamedev#madewithunity Over here :D >> https://www.patreon.com/posts/shader-graph-33388865 …pic.twitter.com/HoyB6E8TDrHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Probably should have linked this page to show what posts I have currently, if anyone missed them / is new to my blog.
http://cyangamedev.wordpress.com/contents/ Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Hey, are there any
#unity3d#shadergraph tutorials you'd be interested in seeing? I'm already planning to write up the below things at some point, but open to other ideas too. - Worldspace UVs & Triplanar mapping - Dissolve shader (lol, how have I not done this yet)Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
whoops, forgot the usual tags
#unity3D#madewithunity#shaders#shadergraphPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Then, using that custom function and the eye depth value sent through, we can reconstruct the world position and use that to test it against the box bounds / sphere distance. This prevents outlines behind the box from being affected.
(Master set to Transparent)pic.twitter.com/4E3FDMGnQN
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I converted the outline shader to a shadergraph node, similar to the "Per-object Outline" part of
@alexanderameye's tutorial : https://alexanderameye.github.io/outlineshader.html … But also, sending maximum depth through: Depth = LinearEyeDepth(max(max(max(depth0, depth1), depth2), depth3), _ZBufferParams);Prikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Note it doesn't replace the outline colour. I draw outlines after opaques, so transparent shaders are always on top of that. The box has a transparent shader on which is drawing the outlines to it's surface, so the camera can't go inside the box or the effect disappears.
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Got a volume/box that affects outline colour.
Pretty surprised that I actually managed to get this to work, it also works with spheres, and I'd assume any 3D distance function shape would work too. See thread for more info.
@alexanderameye You might be interested in this.pic.twitter.com/Sredrg5UKjPrikaži ovu nitHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
More progress on the level editor I tweeted yesterday. Improved camera controls, added more objects (some with their snap position offset) & ability to change object rotation.
#Unity3D#madewithunity#gamedev#100DaysOfGameDev Day 81pic.twitter.com/zcJhuFXqwhHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Cyan proslijedio/la je Tweet
Just finished the breakdown post about the lava shader!
#gamedev#madewithunity Code with comments and some textures included in the post :D Read it here >> https://www.patreon.com/posts/stylized-lava-32245619 …pic.twitter.com/3aJmF4iKQsHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
Working on a in-game level editor for my first person puzzle game project!
#Unity3D#madewithunity#gamedev#100DaysOfGameDev Day 80!pic.twitter.com/GvEEpZdm02Hvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi
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