Hey guys, i've been struggling over the past couple of hours to create a custom color grading shader that I can inject into my post processing chain as a material effect. For reference, this is what i'm trying to accomplish: http://udn.epicgames.com/Three/ColorGrading.html Now many of you are going to ask me why i dont use…
Today's update so far, unfortunately I have to step out of the house for a few hours, so more to come later tonight when I get home. Adding more colors to separate items / materials. Can't wait to actually start texturing this once I get it to where I love it. Until then... With the hexagons on the doors, I want them to be…
The browser version shouldn't matter much, should it? Since it's all thrown through Unity. Anyway Intel 9300+ 8GB DDR2 800 Radeon 4770 Windows 7 64 bit Opera 12, build 1748 50 FPS at 100% and 150% page zoom Chrome 26.0.1410.64 50 FPS at 100% and 150% page zoom Internet Explorer 10 50 FPS at 100% and 150% page zoom I'm…
Bekanovski, my first game character, got a texture update and was re-rendered in Marmoset 2. There are quite a few mistakes that are really obvious to me and that I failed to see when I first made the character but those things are for sure things I will keep in mind for future characters. Stuff like the flattness of the…
One of many options: Flash: Actionscript3: Starling Framework http://gamua.com/starling/ Starling is a hardware accelerated 2D framework to build games with, you get easily full 60 fps with under 10.000 triangles on screen. A few month's ago I worked on a game "Gangster Squad: Though Justice"…
one thing I noticed is that before they get in the grid, the 1st 15 mins or so is almost completley 2d, then the 1st few initial shots when he enters the seem to have this popping depth to them, subtle enough to be classy but to me seemed like it helped signify the transition into the digital world. I was actually kinda…
@dissonance - ah I see, yeah I've been looking at Mirror's Edge screen for quite sometime now and maybe you might can guess from where I got the idea of sprinklers suppose to be bright red!..haha, but I guess I did reduce it slightly on my latest screen, no? I'll look into that..thanks! @adam - hey man, yeah I wont make…
^^ That's always a good idea. There are loads of factors to consider when you're trying to scrape out the last few few frames per second. The fragment/small triangle thing is a matter of efficiency. Any given fragment inevitably stands a chance of being drawn multiple times and that's OK. What you're trying to avoid is…
Why aren't you using the Standard Shader? You should use it for all environmental elements on your scene (including the neon) or create your own shader that is also PBR. Standard Shader is physically correct and also has an emission value that you can use with bloom image effect or GI baking. I made a very quick and rough…