Dynamic 3D Pixel Art Particle Lighting
Вставка
- Опубліковано 29 січ 2021
- Date of Recording: 2021-01-30
Bit more work on lighting this week, including a sneak peek at the in-engine components. A quick and dirty light volume shader uses the existing depthnormals pass I'm rendering to compute some pixel-art appropriate approximation of deferred lighting without having to re-render any geometry the way Unity's default forward rendering pipeline does, allowing for a lot more lights in scene without too much overhead. Just for fun, I also implemented a screenspace shadow option which raymarches the depth map. It may be useful for creating pixel-accurate contact shadows at higher light eccentricities.
In the future, I will likely move the entire engine over to a fully deferred pipeline, but this is not a priority for now.
music: lofi hip hop to [chill/dance/study/relax/rage/party/sleep] to by Virtual Boy is licensed under a Creative Commons License.
/ lofi-hip-hop-to-chilld...
remind us to buy your game when it comes out!
Just the game? Bruh, I'm even willing to pay monthly for the engine itself.
@@rapidreaders7741 I think it's unity.
@@juk98765 Yeah, but the render pipeline is custom.
the tech you have in this game is amazing, the amount of details that can be done and then look like prefect pixel art is mind-blowing!
I just started Unity, and I was doing smthg like that but for 2D pixelart.
What you came up with is truly impressive, and i kinda have an idea of what you're doing in ShaderGraph.
The results and the controls you give to the user is really phenomenal.
Great job !
ok that's straight up magic
This has to be one of the most beautiful things I've ever seen. Thank you!
This is the coolest project I've ever seen in unity
Man it's so cool seing the scene come to life
The effect looks gorgeous! the whole scene looks to tranquil.
This just popped up in my recommended and I absolutely love it-
seriously its beautiful , really like the style , subscribed !
dude this is awesome in so many levels
This is very inspiring! I'm making a 3d game engine, and I'll definitely keep your artstyle and the fireflies in mind.
This is eye candy and inspiration for me. Definitely gotta check out your game when it's out!
thats amazing! your own deferred lighting in a sense...
you really create some nice visuals here!
That is gorgeous.
This is truly incredible! Maybe u should do a full-on detailed tutorial on all the aspects of the scene (the art, the light, the interaction between the art and light).
This Style Is Wonderful
This is insane! I love it
Very cool shader / setup. I'd love to see more on how you achieved this effect.
This is amazing! I love this!
really nice. thanks for showing some of your process.
That looks amazing. 👏
That is really beautiful. Thanks for sharing! Subscribed.
Looks really unique.
Excellent work, and I enjoyed the explanation. The scene reminded me of Breath of the Wild. Keep up the good work dude. :)
That is soo sick man i love it
how come i havent seen this before this looks so good man!
You gave me ideas about the fireflies. Nice video.
Holy s***, this is gorgeous.
a dream, thanks for sharing with us
dude this is perfection!!! i just imagine a mmorpg with this engine!!!!! would be glorious!!!! a real success!!!!
i'm in love with this
Looking good, sir!
God, i wish i could get my hands on it, soon!!
Oh that's beautiful
Super awesome
It’s fantastic.
So good looking :O
So friggin cool
you're underrated
I'm amazed
you're awesome man
it's wonderful...
Awesome
this is gorgeous and i am dying to know how the edge detection works to give you such great clean 1-pixel lines
yes, it's tricky isn't it? for external outlines, it's a matter of checking if the depth of neighbouring pixels are further than the depth of the current pixel extrapolated by the screenspace normal. Internal edges are just black magic I'm afraid.
I need this shader / engine in my life
such a beautiful game wow
I see a retro revolution coming..!!! I also would love to see how a character would look.
there's a tiny amout of character animation in the latest video, but I'll probably make a dedicated video about it once I get it worked out better.
@@t3ssel8r awesoooome I will have a look to them.
nice 1 bro
YOURE INSANE
Wow this is truly amazing, big props for your work! I wonder how did you get the stones outlines (I've seen it in other videos of yours too), may you give us a hint?
I've always thought about making a system for 2d pixel art games where a person could make an "invisible" 3d model that the player never sees, but maps to 2d models, such that when lighting changes on the 3d model it's reflected in a change in colour on the 2d character model, say, and the "2d" character model could also still cast shadows and interact with a 3d world.
This looks amazing!
Is it ok for you to tell how you made the light shafts?
looking great! I am wondering how does light effect created from just material? I know deferred rendering supports multiple lights, but does it need point lights?
OMG take my moneyyyyyy!!!! i need it on a game!!!
I am loving these videos. Would it be possible to try out a different angle rather than the isometric look down? Maybe something level with the ground?
hm.. I think it could work with some tweaks, but my game is isometric so I haven't worked on other views very much.
This is very cool work. Well done! I'm curious on how you got the highlighted edge effect. Are you sampling the normals in the surrounding pixels?
yup. depth and normals
I'd love to see a Cyberpunk game with graphics like this
something like The Last Night?
You are literally 7 parallel universes ahead of everyone else
just watching these videos makes me wish i could play the game already
also what's going to be the name of the game and what platform is it going to come out on
Do you plan on making a tutorial on how you made this beautiful shade or will it be kept secret forever
If you don't mind me asking, how performant is this art style? I was looking for an art style that had very minimal burden on the PC and this seems like it.
Hey looks great! How is the fps count when running all these lights?
This shader would look great with dithering. The hard round edges from color banding around the lights as intensity falls off, tend to distract the eye. Dithering blends the bands without losing the pixel art aesthetic. You can tweak the scale of the dithering noise map to balance the smoothness/graininess. The devs of INSIDE did a pretty okay talk during GDC on how they used dithering in their pipeline (although it's not deferred, but the method itself is universal): ua-cam.com/video/RdN06E6Xn9E/v-deo.html
good idea, and thanks for the link! I think will experiment with this when I get back to working on point lights (I broke it since publishing this video haha)
i didnt know thom yorke from radiohead was also a game dev
@@ramelo07 lmao
Hello. I would like to ask, is this a shader that renders every object you put in unity, or are those textures? If yes, would you like to share materials that you used on creating this shader?
🤯
thaks
Please make more videos from start to finish process of a complete video game
is this shader available for download? I love it
Are you planning to publish these things on the asset store?
Woulld love to play this game. Any idea on a release date?
Can this unitU rendering be authorized? I can pay for the authorization. I'm an independent game developer. I want to make a pixel game recently, but I can't draw pixel material myself. But I'll model with C4D. So your plan just perfectly solved my dilemma.
bro u should do an in depth tutorial your shits insane
THIS IS MIND BLOWING, WOW. Could you give a hint as to how you achieve the pixel effect and how do you create the grass?.
Subscribe for life, super awesome work!!!
thanks, the grass is just billboard sprites shaded the same as the terrain it sits on. the pixel effect is somewhat more complicated to make/explain
@@t3ssel8r Do you instance those billboards at runtime (with unity particle system, maybe?)? And do you also use those billboards for the tree leaves? I suppose the lighting information is calculated via a shader, right?. Sorry for the questions I am really impressed.
Don't worry about the pixel shader part, I will just enjoy the ride, and if you ever have time, I would love to see an explanation about how it works, even if it is a superficial one. And again, super awesome work!
no worries. the grass is just unity's terrain grass system, and the tree leaves are handled very similarly. both have custom shaders.
@@t3ssel8r Would you share the source code for this project, or elaborate more on how you achieve this pixel-perfect look? That's really impressive stuff my dude.
Are you using the stencil buffer for this?
I don't understand what I'm seeing, but I sure wish I had it.
This gives Minecraft dungeons vibes
LET HIM COOK
you use programe do 3D Pixel Art ?
Hello. I fell in love with your work and started an unreal engine. (My Dream is you lol)
I tried the pixel shader, but it feels different from yours. Do you have any advice for me? (academic journals, blogs... etc)
Thank you for making my heart beat. I always cheer for you.
thank you, I primarily consulted actual artworks and trying to imitate their techniques. You might get some inspiration from Jasper's videos such as this one ua-cam.com/video/mnxs6CR6Zrk/v-deo.html
@@t3ssel8r Thank you so much for your quick reply. I'll let you know if there's any progress in my work.
are u using the scriptable render pipeline? or the legacy/builtin one?
Awesome job btw :> I will make sure to buy this game its a inspiration
thanks, I think at this point I was still using command buffers over the builtin RP, but I switched to SRP afterward to avoid fighting with the engine all the time.
@@t3ssel8r did you stumble over any performance penalties with SRP?
it was slightly faster actually, maybe due to SRP batching.
it's based on catlike coding's tutorial series but yes, it's not URP or anything like that.
please teach us how to make this awesome shader... :P
you have an course or something like this, i whant to learn more about game dev
what is the engine you use ?
@t3ssel8r Hi dude! I'm a Computer Science student and I think your work is absolutely stunning. I'm looking forward to start game developing but I feel I know too little of how an actual game engine like Unity works. I wanted to ask you for advice: what should I look into to get your proficiences? Are there any university classes that are well related with the topics you encounter in game developement? Thank you in advance for your time
analysis/geometry are probably the most useful subjects. maybe topology, image processing, or graphics if you are getting into the weeds. Other than that, just start experimenting, I think. there's no substitute for experience.
Thank you so much! ❤️
teeeeeeeeeeach mee!!!! :()
can i ask what are your plans with this project?
I am working on a action/rpg game. mostly showcasing the engine for now.
what kind of game engine is this?
Please teach us how to do this
Action terms in the recovery of a man's wounds before they deepen for scars sake.
Words never align for action.
Our actions decide what we both feel while speaking.
Educating is an action to teach.
Studying is an action to feel later.
Thanks for making this video.
Bye till later.
pixel light.
How do you get it’ll look like that like the pixels not the lights
mostly rendering with low resolution, limited colors, and edge detection. just imagine what a pixel artist would do and try to write code to mimic it.
@@t3ssel8r ok
This looks great! I’m curious if you would be interested in funding at all, I’m liking the direction so far
thanks, I'm not currently looking for funding as I am just working in my spare time without obligation at the moment, but this is open to change in the future as development picks up.
can you make a video teaching how you do it pls :D
that's right broh
That's like asking a rocket scientist to make a video teaching you how to make a rocket. You can't just cram many years of education and complex complicated work into a cute little video tutorial.
I am so mad that I can't do this. I'm gonna hide away in a frozen volcano for 5 years until I figure it out.
Sign me up too. We may come with a solution together.
This completely defeats the illusion that it's pixel art though. Your other dynamic lighting effects are much more subtle, or are helped by the static nature of the light's position; I think you should intentionally downgrade your graphics in the case of moving lights.
good point. I think probably I was a bit overzealous for the sake of demoing the tech.