Discover and read the best of Twitter Threads about #Hinterberg

Most recents (3)

1/19 Here’s thread 3 on the stylized rendering in "Dungeons of #Hinterberg". We'll look at our different “pipeline” stages, & this'll get a little bit icky. :)

If a mix of action-adventure and Persona-style social sim is your jam, follow us at @MicrobirdGames. #gamedev #indiedev
2/19 Thread 1 (quick recap coming up!) covered the basics of our deferred rendering and lighting system:
Thread 2 (not important for this one) covered how we do outlines:
3/19 To recap: we use deferred rendering in Unity's builtin pipeline with a custom gbuffer that stores material IDs, to essentially create a 2nd material system that runs on the GPU. Through the lighting pass we also get a texture with light intensity for each pixel.
Read 19 tweets
1/18 Here’s our second tech art thread on the stylized rendering of “Dungeons of #Hinterberg”. This time, I’ll talk about how we do our outlines!
If an indie mix of Zelda-like/ARPG and Persona-style social sim is your jam, follow us at @MicrobirdGames. #gamedev #indiedev
2/18 Main point of the first thread: we use deferred rendering with a custom gbuffer that stores material IDs, to essentially create a second material system that runs on the GPU. The full thread is here:
3/18 Our main goals for outlines were: resolution independence, good results with minimum tweaking & artistic control. Our material system helps a lot with the latter two, offering control over outline types, colors, width, & a handful of tweak factors that we hardly need to use.
Read 18 tweets
1/x Over the next weeks, I want to post a few threads about the stylized rendering we’ve implemented for our game “Dungeons of #Hinterberg”. I’ll start with an overview, but I'll get pretty technical. Follow @MicrobirdGames, if you think the game looks rad! :)
#gamedev #indiedev
2/x #Hinterberg is #MadeWithUnity. We use a completely custom deferred solution, based on the built-in render pipeline. Our standard shader mimics Unity's, but was built from scratch, as were the lighting pass shaders. @catlikecoding's tutorials were an invaluable resource here.
3/x The main secret ingredient is that we store collections of various material properties in a StructuredBuffer on the GPU, and let deferred shaders write their material IDs (i.e. their index into the StructuredBuffer) into the gbuffer.
Read 16 tweets

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