I implemented some hacky dynamic indirect lighting using a "many lights" technique. Im currently using Unitys default deferred lights so its still slower than it should be. I will probably make a special post process for really cheap lights.
Game Shaders : Volume 1 is a shader framework based on the well known Dota 2 game. It contains one base material declined in multiple versions. This shader is based on the Dota 2 shader system and rendering. Those shaders offer the same features as the one used in the well known Moba game : Dota 2 but for Unity ! To see…
I've written an app to show my effects working in realtime. It allows the user to spawn multiple particle systems and cycle through all of the effects available. I sell assets for Unity and I would often be asked "Does it work on mobile?" Now, I can let people download directly to their mobile device and see for…
I made some gpgpu stuff in Unity using tons of graphics blits and pixel shaders. http://keenleveldesign.com/pimp/gpgpu/raycasting01/WebPlayer.html This example uses gpu raycasts to test visibility of the surface to an area light, the textures on the left are the scene triangle lists uses for raycasting.
@arrangemonk The real point of this experiment is the connection between unity and whatever external GUI you want, so I might as well have used WPF. Out of curiosity: is there a reason why one would always want to switch to WPF? I've used it before, but not for very long.
Wrote a script to manipulate line renderers in Unity. Moves each line segment off of the z-axis by an amount calculated using Perlin noise. It creates a smooth warping Ghostbusters style beam effect. It has controls for segments, scale, speed, etc. I plan on enhancing it in the future.
commander_keen! Your projects are so awesome. Maybe you could add a bevel to the exposed block corners to make everything look a little smoother... but I'm sure others would prefer the crisp, cube-y look. Since Unity can handle more geometry than Java, though, it might be nice.
I worked on an shader to make eyes really quickly under Unity, and the asset was released today. Here are a few screenshot : Here, just the eye color is changing, but they are a lot more parameters. You can read more on the shader with this article on my website : http://ellenack.com/2016/10/22/easy-eyes-out-soon/
Nice work renderhjs. I did a little more work on my BSP/lightmapping in unity: I had to pretty much rewrite the BSP manipulation code due to some stupid thing I overlooked the first time, and theres still a nasty crash I need to track down. These lightmaps are rendered with area lights, radiosity and AO.
Nearly finished my recreation of Oskar Stalbergs "brick block". The watershader is one of the unity standard assets. I created the dissolve shader by modifying the one of the existing diffuse shaders. You can get the whole project on my github account. https://github.com/3deric/block_building…