Discover and read the best of Twitter Threads about #unitytips

Most recents (7)

I ported Recompile's hologram shader over to HDRP Shader Graph!
Also added a couple of new features & improvements...
Here's how it works (see graphs in thread)
#madewithunity #gamedev #unitytips
It's basically a transparent lit shader with two layered screen space scanlines, fresnel glow, flicker, and some glitchy, wibbly wobbly vertex extrusion thing
For the scanlines, we simply scale the screen UVs and use the fraction node to get a gradient for each line. No textures required! We also animate/pan this along the Y axis
Read 5 tweets
📏Lerp vs Slerp⭕

• Lerp interpolates in a straight line
• useful for interpolating positions

• Slerp rotates around (0,0)
• useful for interpolating directions

"But can't I just use lerp and normalize instead of slerp?"

for small angles, it might be good enough, but for large angles, their directions actually deviate quite a lot

here they are superimposed!
here's a bonus comparison between:

💙 = Vector Lerp
💜 = Vector/Quaternion Slerp
❤️ = Quaternion Lerp

(oh hey accidentally matched colors to #BiVisibilityDay 🎉)

also included the normalized version of vector lerp in faded blue!
Read 3 tweets
A quick guide to Lerp~✨

Lerp is used to blend between two things!

It has three inputs: ( a, b, t )
a = start value
b = end value
t = how far we should go from start to end, as a percentage

Here it is in action!⚡blending a value, position, color and an angle!
If you're using Unity - make sure you use the Lerp appropriate for your use-case!

Mahtf.Lerp - values
Mathf.LerpAngle - angles
Color.Lerp - colors
Vector#.Lerp - positions
Vector#.Slerp - directions
Quaternion.Slerp - rotations

here's how to lerp mathematically!

a(1-t) + bt
weighted sum interpretation, where both contribute a total of 1, trading off influence

a + t(b-a)
this one originates from a, moving toward b by adding the displacement scaled by t

oh, and, these two are mathematically equivalent!
Read 7 tweets
Finally added alpha dithering to our particle shaders! @Skepsisology has been requesting this for ages.
We use it for 2 things: fading out smoke that's too close to the camera, and fading out smoke over lifetime.
Here's how we did it (THREAD):
#gamedev #unitytips #madewithunity
Btw here's the YouTube version that doesn't suffer from Twitter's video compression so you can see the effect clearly (2/9)
Firstly, fading out particles close to the camera. In the vert function we get the distance between the world space vertex and the camera position, and normalize that with our desired dithering distance (3/9)
Read 9 tweets
We’re trying something different for this week’s #unitytips Tuesday! In this thread, the design team gives you some insight into the process behind a great Unity 2019.1 addition, Shortcut Manager.
It all starts with an idea - and this one was about making hotkeys more accessible. How can we make it easier to assign, manage, debug, and understand all your hotkeys in Unity?
Once we’ve explored the concept a bit and done some sketches, out come the wireframes. We’ve got some old-school designers that still like to use @Balsamiq for interaction callouts, states, and rapid iterations.
Read 7 tweets
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
#unitytips #screenshotsaturday (thread) Break down of how to achieve this timelapse effect in unity using procedural skybox and realtime vfx: rendering 3d skybox for VR, combining it with the standard procedural skybox, creating timelaps effect, LUTs and shadows on unlit mesh 1/7
First you need 6 cameras in 6 different directions (up, down, left, right, forward backward). The cameras render in to a renderTexture which are the six sides of a Cubemap shader. For VR make sure their target eye is None, so that it doesn't get synchronised with the HMD. 2/7
Now add a particle system for the stars, place it around your cubemap cameras, and set both on a layer so that they are not rendered by main cam. If you dont clear the buffer of the cameras and rotate the particle system, you get the time lapse effect. 3/7
Read 7 tweets

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