Pixel Art Shader Updates
Вставка
- Опубліковано 21 січ 2021
- Date of Recording: 2021-01-22
It's been a while since the last update from before the holidays. Several things have been in the works, including a fairly involved procedural terrain generator that deserves its own explanation video some day. Here we are showing off the improvement to the main pixel art shader including light-aware edge coloration, and some procedural moss.
Other new additions visible in this video:
- flowers
- new rock and ruins assets
- new dirt texture and shader
I've been waiting years to see a video exactly like this.
I have a million spinning plates in my wheelhouse and it's going to be a long while before I do this myself, so thank you for making a deep wish come true today.
Keep it up, it's gorgeous. Looking forward to playing the final result some day.
Don't mind me just admiring this piece of artwork
This is gorgeous, it makes me want to get back into game making to try and create something like this
Your work is amazing. That is the first time I see something 3D with a true convincing pixel art look. Congratz
I recently started trying to do something similar but with little to no knowledge of shaders and computer graphics. I did something very basic that sort of works, but your work looks outstanding. I especially love the way you did folliage. It looks outstanding!
I’m in awe by the quality of the pixel render engine quality. Huge congrats!
Sir, you are doing GREAT work! Please don’t stop!
Sheeesh them pixels be look amazing, you really are a talented one. Can't wait to see the game too
Sad that I didn't get to hear your dulcet tones over this footage, but it looks amazing!
Simply fantastic.
This is some of the wildest shit i have ever seen in the indie gamedev scene, it is just beautiful.
I can see the wallpapers that could come out of this. Just Wow
This is exactly how I want my game to look. I'm super new to all of this but can you make a tutorial on how to make/apply this shader? I am having trouble finding other tutorials or just similar-looking shaders/code and it would be so helpful if I knew how to do this to my own game I am trying to create, or if I could even just buy it. Thanks in advance!
I want to achieve something similar, this art style looks awesome aaaaaaaaaaaaaah
Did you find any good tutorials?
@@rivall8105 Nope, life got in the way of my progress. I also started to simplify my ideas and visions to match what I could possibly handle. Hope you find something though!
@@rivall8105 all I have found is general tutorials which pixelate your viewport and there make anything noisy unlike here, I wish i knew how to eliminate the noise
@@Greenman4890 one big thing to consider is using a toon shader (also known as cel shading) which flattens the colors down to 3 or 4 potential values, making everything look much more like pixel art and removing most of that noise effect.
This is really something special
Amazing Anyone who loves PixelArt will be amazed when he know this is 3d
not 2d design
how u make this tree like this
its so cool
Your work has inspired me
THIS IS SO GODAMMN BEAUTIFULLLL!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
this is beautiful
Awesome work
really impressive
This graphic is very healing.. i want to make my own world like this
Hoooow amazing
Pleeeeeease, I NEED TO LEARN HOW MAKE SOMETHING LIKE THIS! Teatching us!
ah the beautiful rocks and grass of ireland or somewhere! what u see in roleplaying world! maybe sticking to 45 angles is good, to keep isometricy?
Any way you make a video explaining how to do something like this ? It is gorgeous!
I'm curious about the light-aware edge coloration. Do you have a reference for achieving an effect like that? Is that a multi pass effect? Are you detecting the edge with partial derivatives or a Sobel operator? Some approximation with vertex normals? I'm trying to achieve something similar but don't know enough to recognize the strategy. Regardless, the shading is beautiful and I look forward to more rendering tech.
thanks. yes, there are several workable ideas here. I went with a normal pass which can either be a pre-pass or part of the gbuffers in a deferred pipieline. reading from a screenspace normal texture effectively doubles your spatial frequency resolution compared to trying to reconstruct the surface from the depth alone, but that can also be done to detect edges.
It may also be possible to render a lines-only pass rather than try to reconstruct edges through screenspace techniques, which may give more stable results, but the asset workflow can become more cumbersome.
The edges that are lit depend on the screen space normal and lighting level, correct? So, facing upward (with respect to the image drawn by the camera) means it will be lit, whereas other edges are not?
yes, it is also based on the direction of the light, and whether the fragment is under shadow.
Birds, butterflies? Will make the scene more alive ;p
Could you tell how to make these pixels (leaves, grass) update with the big delay (about 0,4s)?
could you export an image from this scene? man, it would make a awesome wallpaper
are you planning to make how to videos for this shader, or just sell the shader, I am interested either way
Will you be implementing ambient occlusion?
Perfect
Me having absolutely no idea how all of this is done: Damn I think I might take a look at game dev!
Hi there, would it be possible if you could make a tutorial on how to do this?
Sorry to bother you, but is there any specific direction I should follow to learn how to do this? I’m currently new to shader and would like to know more about the approach you take along with an overview on how you achieved such a beautiful effect
if you're just starting out, I'd say just play around until you get comfortable with it first. the ability to achieve a specific effect you have in mind requires some baseline understanding of things that you pick up over time.
What kind of performance do you get on your machine, and what is your setup? If you don't mind me asking.
Having about that many animated quads on screen puts me down from 140 fps to about 110 using a flipbook shader. I'm wondering what kind of optimizations I could make here.
Will you do tutorials about this shaders how yo did them?
Looks like not.
I'm (and hopefully somebody smarter than me) gonna research this specific effect and release for everyone to learn how to do it as awell.
So it will be a shader for everyone? That would be great
yes
Please tell me you will sell this engine one day!
maybe some day. For now, I would be happy if I can inspire others to pursue similar ideas.
@@t3ssel8r form a team, maybe?
inspired by beramonium 🐻⛓️
Ur a beast
i just wanna learn how
"Oh wow... It's a nice pixel art!"
*he rotates the camera*
Me : O_O
3D celeste visuals
Is the base of the shader a cell shader?
yes, essentially
@@t3ssel8r I'd love a video of the steps and rational behind this shader.
Gatekeeper
you make me so angry because your hoarding this wonderful art BUT I KNOW YOU HAVE A GAME YOURE TRYING TO MAKE SO YOU SHOULDNT AND CANT JUST TELL US BUT I NEED TO KNOW HOW YOURE DEPTH AND NORMAL MAPS ACCURACIES ARE SO GOOD THAT THEY LINE UP!!! seriously bro im jealous my solution works but its so convoluted and inefficient