Preview of my new comic shader collection, coming free this month. Edge detection, stylized shadows. No post processing, so this is fully compatible with fog and volumetrics. Thanks for all of the new follows, really keeps the pressure on me to release this! 😅#unity3d#gamedev
More experiments with sharp shadows!
super easy to just generate sharp shadows for any mesh and get rid of these gaps or artifacts in my shadows that I often get
#madewithunity
Linework is NOW LIVE on the Asset Store!
A practical toolkit for rendering outlines, highlights and fills in Unity 🖍️
Get Linework here
> assetstore.unity.com/package…
Midjourney prompt: high priest by moebius -stylize 3500
If like me you were under a rock the past week, try out
Midjourney discord.gg/midjourney#midjourneyAi
I have just discovered the work of @csims314 and I am obsessed. If you ever wanted to use @unitygames to make beautiful, handrawn-style content, go follow him asap (he publishes all his shaders free/CC0 on Github)!
Preview of my new comic shader collection, coming free this month. Edge detection, stylized shadows. No post processing, so this is fully compatible with fog and volumetrics. Thanks for all of the new follows, really keeps the pressure on me to release this! 😅#unity3d#gamedev
Finally getting a nice result with Unity HDRP for edge detection on materials with translucency, bloom and volumetric fog in the same scene. SMAA provides really smooth edges. I will publish this scene and shaders CC0 once I'm happy with it 😁 #unity3d#gamedev
@Rollerdome has a cool approach to edge detection for all of those detail lines you see on the player and landscape. Here is a rough idea of how it's done! (fantastic game, don't miss it) Frame by frame below 👇 #unity3d#gamedev
The base color and edge maps can be combined so edge detection can be done in a single pass at no additional cost. The end result is perfectly uniform line width, which would be harder to achieve if interior lines were not captured by the same edge pass.