Discover and read the best of Twitter Threads about #unity3d

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I've been asked about how some of the effects in A Short Hike were achieved, and I thought I'd share some resources in this thread! It is #unitytips day after all :)
Firstly, I wouldn't have been able to make the terrain without triplanar mapping. It uses the normal of the terrain to decide which texture gets shown. Super useful for automatically texturing these cliffs! Here's an example of how to implement it:…
I modified the terrain shader to only show the splatmap channel with the highest value. That lets me get super sharp edges with the normal unity terrain tools. #gamedev #unity3d
Read 7 tweets
When #DaggerfallUnity reaches feature parity with classic #Daggerfall later this year, it will be a huge personal milestone. Not everyone knows this, but I've been building Daggerfall tools and pulling apart the game's assets since around 2001. Crazy right? /1
Some of you might remember me from the old (and I mean OLD) Bethesda forums as Interkarma, and some of you may not have even been born back then. If you're interested in the journey leading to Daggerfall Unity, here's a short version of how things went from then to now. /2
I was fascinated by #gamedev in my teens and tried to learn everything I could by picking apart their data formats (this is pre-www and gamedev information was harder to find back then). I was still hacking file formats when Daggerfall came out in 1996. /3
Read 23 tweets
Dynamic ice & snow shader ❄️
Process breakdown in this thread! #madewithunity #unity3d
Snow buildup areas can be found by generating tangents in the mesh, where tangent.x will help us find the slope

−1 • Horizontal ceiling
±0 • Vertical
+1 • Horizontal ground

The range 0 to 1 is our snowiness! Here it is visualized, the full tangent and its x coordinate
We can then modulate this with various textures to make it look more snowy and natural! Giving it a snowy border in the front, as well as running a track through the center where the player will slide
Read 6 tweets
Tried a little experiment I had in mind: create a shader that implements a dissolve based on dithering. Not perfect, but I got it running!
Made with #unity3d's ShaderGraph (more details in thread)
#gamedev #unitytips
This is a technique I've seen in a couple of recent games, including Mario Odyssey. Whenever Mario is obstructed or faded when camera is too close, dithering is used for these half-transparencies. Like here 👇🏻
Here's a couple of pics of the effect again. I have hand-drawn the texture, so it's not the best pattern ever :)
Read 5 tweets
I've been using flow maps a lot recently to get some cool vfx. In this thread, I'll talk about some things you can do with few math and some textures #unity #vfx #shader
Let's start with simple flow map shader. You can use this (not mine) as starting point… We can set a vector directly to drive the flow. So, flowDir = float2(1,0) set the flow to the right. I created this texture with "difference clouds" filter in gimp.
If we expose that vector as a property we can control the flow direction. We can also expose properties to control the lerp speed and flow speed.
Read 11 tweets
Using Global Shader Variables to swap between two textures based on World Position #gamedev #unity3d #tutorial
Code in first reply!

More shaders >>
Shader Code:

C# Script (Super Simple)

The gif has a version that uses transparency instead of a second texture, I'll share that later :)
Have fun!
Bigger version of the effect :)
Read 3 tweets

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