Ah not yet, gonna be hopefully finishing it up soon then ill put the repo up after testing it out in builds!
Posts by Free Skies - احرار السماء
just one more Dear ImGui Unity integration i promise (with not very cross-platform Multi-Viewport support & Dear ImGui inlined to unity editor spaces)
#gamedev #unity
Hello #PortfolioDay !
I'm Ani, queer concept artist and illustrator from Spain with 5 years of experience in indie gamedev with an original art Patreon!
Available for freelance gigs starting Septiember. Thank you!
✨ linktr.ee/vevianart
✨ www.patreon.com/intertwinedd...
✨ anavillegasart@gmail.com
Completely redid our input system the past few days
Time Spent %:
- Debug GUI: 70% (it looks so fun tho)
- Actual Thing: 20%
- Asking if it's even necessary: 10%
#gamedev #unity
87 killed and more than 700 wounded in the initial toll of today's Israeli attacks
(Source: Al Jazeera)
now able to write URP shaders without drowning in boilerplate with this importer. Can automatically add custom features/passes (like tessellation and outlines), some concept of shader inheritance, and automates additional passes correctly w/ simple [InjectPass] markers
#unity #shaders #gamedev
Tomorrow is the day! At 14:00 CEST you'll have here all the info related to this project ✨
Hammer importer finally done and setup with all our level objects 🥹
Turned out super nice and the Hammer -> Unity Level importing pipeline is now just "work fully in hammer, ctrl+s, play" no additional clicking or whatnot after the first VMap save
#leveldesign #gamedev #unity #screenshotsaturday
Oh will say a big help is having like - literally any color preserving tone-mapper setup lol
i really gotta learn how to make better use of it because whenever I try to intentionally do something w/ it, it looks not great 💀
I do got like a emission mask for this just so it doesn't wash over the actual colors too much if i wanna make it a bit more intense
Everythings in this repo below, relevant bits are
Bloom Pass:
github.com/Abdul-Nosirr...
FX Mesh Draw Pass (bind MRT [cam, bloom], wanna do it more often but here's where i'm using it atm):
github.com/Abdul-Nosirr...
FX Shader (color output to bloom tex):
github.com/Abdul-Nosirr...
By just fetching Unitys bloom filter texture and setting it as a render target for a draw. Tho idk if Unity clears that texture during the start of bloom or earlier, if the start of its bloom pass, then that's tricky.
Basically goes like:
- Clear Bloom Filter Texture
- Unity object drawing
- Objects that want to write to it, now's the time (or before doesnt matter lol)
- Camera tex thresholding on intensity additively applied over for regular bloom
- Any bloom impl
Can probably do it w/out a custom bloom impl
Thank yooou!!! I have a custom bloom pass, and the texture for its cleared at the start of rendering (the bloom 'mask' texture), then I've got my VFX shaders drawing in a custom pass that render out to the camera tex *and* the bloom tex (then later the typical intensity thresholding from cam tex)
Being able to write arbitrary colors to our bloom target (post pre filtering) is now my favorite thing, feels very freeing lol
lowk wanted to do this ever since @dreamgirlgames.bsky.social showed off their vfx shader with custom emission color output ontop of base render
#gamedev #shaders #unity
[InjectBasePasses] is basically a "gimme all of the default expected URP passes (motion vec,normal,etc)
shader inheritance is a new one, but can override shaderlab commands, and in a parent shader specify hook points. This ones still a WIP but kinda curious to see how useful it's actually gonna be.
Custom tags ala Tags { "TagName" = "enabled state } allow for injecting code into existing passes and modifying property/cbuffer blocks.
Custom passes can be specified at the end of a subshader block via [InjectPass:PassName] (alpha clipping/normals/vertex displacement all goody)
now able to write URP shaders without drowning in boilerplate with this importer. Can automatically add custom features/passes (like tessellation and outlines), some concept of shader inheritance, and automates additional passes correctly w/ simple [InjectPass] markers
#unity #shaders #gamedev
Source 2 Hammer VMap importer for unity with custom entity support (level object placement, player, enemies, camera volumes, etc...), curves, and logic IO importing and auto-import on save maaaaaaaaaaaaaaaaaaaybe
#leveldesign #gamedev #unity
⚠️COMMISSION HELP!!⚠️
Hey y'all I need some help for my friends @kyomikogei.bsky.social and @khezudotexe.bsky.social !! They have been robbed and they need some help to pay taxes this month. If you wanna grab some commissions they both have VGen !! 🙏❤️ #art
vgen.co/KyomiKogei
vgen.co/khezudotexe
عيدكم مبارك 🌙
Illustration banner for our Patreon, which shows a drawing of Aida, me, and our cat like we are writing and drawing magic in our little atelier. The image shows a lot of stars and magic imaginery.
The secret is uncovered, the moment has come! @aichan92.bsky.social and I decided that we needed a place to keep creating our original works with no physical limits, freely, and available for everyone. Our Patreon “Intertwined Destinies” will open on March 31th!
#ocs #IntertwinedDestinies
FELLOW INDIE DEVS:
i'm looking around for a publisher or producer to help fund tricky! lemme know if there's anyone you'd recommend that you've heard good things about or have good experience working with
WHAT'S LEFT OF RAVE ROUGH!? Well... a couple of levels, 1 boss and an extra mode you can check NOWWW!!! In celebration of the 2 year anniversary, I've put together a release of Rave Rough with all the mostly finished content it had before cancellation. #indiedev
lua-computa.itch.io/rave-rough-d...
So proud I get to help @rasheedabueideh.bsky.social create this incredibly important historical game, despite the powers that be in the games industry insisting that Palestinians can not be allowed to tell their story.
super aliyah physics bug
Current stuff it can do/imports
- Lights
- Trigger volumes
- Custom entity prefab replacement (need to figure out fgd files some more)
- Curves (converts them to unity splines on import)
- Meshes obv, sets them static if in hammer its set to baked lighting + physics groups -> physics layers conv.
Alsoooooo vmap importer w/ entity replacement support do be workin nice.
Will share the repo when it's fully done but already working pretty well, barring some triangulation bugs. Biggest W is it makes the import pipeline a lot simpler since vmaps already store meshes as half-edges
#leveldesign
doin a lil speed-stage testing
#leveldesign #gamedev #madeinunity
doin a lil speed-stage testing
#leveldesign #gamedev #madeinunity