He/Him - Tech Artist @Okomotive (tweets are mine tho)
Prev. @jumpshipstudio
Anti-A|/NFT
Gamedev, Shader and VFX Journeyman; making things pretty with code ✨
Oct 28, 2022 • 4 tweets • 11 min read
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 ✨
Happy #unitytips Tuesday! Thought I'd share a 🧵 on something that should be super helpful for VFX artists!
It's about that "BlendAdd" blending mode, discussed at the famous Diablo VFX talk ✨
Let's go~
#gamedev#unity3d
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.
Mar 4, 2020 • 12 tweets • 5 min read
SHADER BASICS PART 5
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.
Feb 19, 2020 • 9 tweets • 3 min read
SHADER BASICS PART 3
MIX (aka LERP)
In the previous thread, we mentioned how to take into account the pixels' coordinates to not just paint the screen with a solid color.
#shaderbasics#shaders
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".
Dec 12, 2019 • 17 tweets • 4 min read
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.