Another new #TechnicallyArt issue is now out! Whether you're looking for inspiration on VFX, gamedev, tech art, animation or art in general, this issue's got you covered ✨
As always, feel free to let me know if there's any issues/concerns in regards to the feature and make sure to check more work from the accounts above! ✨
Have a great weekend!
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With Unity's "Standard Unlit" particles you have a "Rendering Mode" dropdown that gives you the options you can see below. Most of them are easy to guess what they do, but "Fade" and "Transparent" don't really communicate their differences.
It also doesn't help that the standard object shader also has these modes but act different; "Fade" completely fades the object away when alpha is 0, while "Transparent" keeps specular reflections when alpha is 0. That's not the case with unlit particles though (obvs)
HELPERS
Before I get to the shaping functions, SDFs and other cool stuff, I thought it'd be useful to first mention some helpful general-purpose methods that can be proven useful later.
These are fairly intuitive and common; they take 2 parameters and return the minimum or the maximum of the two respectively. They're useful for masking things in/out and blending them.
In this example, the left half of the screen (which has a uv.y less than 0.5) is colored with the UV gradient, however the right half has a solid value of 0.5 (since it's smaller than uv.x).
There are plenty of ways to take advantage of those coordinates but some of the main tools for that purpose are the "mix", "step" and "smoothstep" methods. Here I'll just cover "mix".
You might've already heard of this method, though in other environments outside of glsl, it goes by the name of "lerp", meaning linear interpolation.
I don't like making long threads, cause I don't want to clutter my page with text instead of cool little experiments, but I need to vent about a subject I've touched in the past: my creative slump when it comes to gamedev.
I'm kinda writing this on the fly, so it may end up encouraging or discouraging for new devs (sorry if the latter ends up being true), but I wanted to share that stuff, if not to help others, to maybe rubberduck-debug these issues.
I was watching @Iannitram's "The toolbox fallacy" video for the umpteenth time, as it's the video that resonated with me more than any other piece of media. It makes me think of the time I started out, especially the part about being "fearless"