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Posts by Free Skies - احرار السماء

Ah not yet, gonna be hopefully finishing it up soon then ill put the repo up after testing it out in builds!

41 minutes ago 0 0 0 0
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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

2 hours ago 4 1 1 0
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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

1 week ago 59 33 0 0
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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

1 week ago 8 2 0 0
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87 killed and more than 700 wounded in the initial toll of today's Israeli attacks

(Source: Al Jazeera)

2 weeks ago 96 71 4 6
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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

3 weeks ago 13 4 1 0

Tomorrow is the day! At 14:00 CEST you'll have here all the info related to this project ✨

2 weeks ago 5 3 0 0

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

2 weeks ago 13 5 0 0

Oh will say a big help is having like - literally any color preserving tone-mapper setup lol

3 weeks ago 0 0 0 0
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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

3 weeks ago 1 0 1 0
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RenderingEffects/Runtime/Passes/BloomPass.cs at main · Abdul-Nosirrom/RenderingEffects Collection of shaders & render passes for various effects such as bloom, ambient occlusion, vfx shaders, selective distortion, and more. - Abdul-Nosirrom/RenderingEffects

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...

3 weeks ago 0 0 1 0
RenderingEffects/Shaders/VFX/VFXMaster.shader at main · Abdul-Nosirrom/RenderingEffects Collection of shaders & render passes for various effects such as bloom, ambient occlusion, vfx shaders, selective distortion, and more. - Abdul-Nosirrom/RenderingEffects

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.

3 weeks ago 0 0 1 0

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

3 weeks ago 0 0 1 0

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)

3 weeks ago 0 0 1 0
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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

3 weeks ago 9 4 2 0
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[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.

3 weeks ago 1 0 0 0

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)

3 weeks ago 0 0 1 0
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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

3 weeks ago 13 4 1 0
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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

3 weeks ago 8 4 0 1
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⚠️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

1 month ago 25 31 1 2
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عيدكم مبارك 🌙

1 month ago 3 1 0 0
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.

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

1 month ago 112 45 5 6

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

1 month ago 18 12 4 1
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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...

1 month ago 17 13 1 0
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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.

1 month ago 657 346 1 2
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super aliyah physics bug

1 month ago 3 2 0 0

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.

1 month ago 2 0 0 0
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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

1 month ago 4 2 1 0
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doin a lil speed-stage testing

#leveldesign #gamedev #madeinunity

1 month ago 66 21 1 2
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doin a lil speed-stage testing

#leveldesign #gamedev #madeinunity

1 month ago 66 21 1 2