Demo Scene: Water Shrine at Night
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- Опубліковано 24 жов 2020
- Date of Recording: 2020-10-26
For the sake of demonstrating the engine in a slightly more polished scene, I modeled the ruins of some sort of shrine. Something like a shrine to the water deity? I'm not sure haha. I'm not a very experienced 3d modeler, but even I can scrounge together some boxes with boolean operators.
The pixel art edge detector was completely rewritten to use a normal pass, which is much more reliable at producing clean results. I think it's a big step toward looking like hand-drawn isometric pixel art.
Otherwise, the technology has not changed very much in this update. Maybe next I will think about how to add trees, or maybe a day/night cycle for palette swapping.
A shrine dedicated to the default cube. 😭😭
lmao
You really are Pixel art in 2020. I can't wait to see more!
Welp, time to spend the next week trying replicating this
Hey man just wanted to say something after watching a few of your vids. I got to say I absolutely love your art style and this stuff looks amazing. Keep up the good work you're very inspiring
Does your talent know no bounds?!?!
What a beauty
Hi, this is breathtaking! Can you tell us more about how you managed to achieve such 1 pixel perfect edges with normal pass?
thanks! sure. in the pixel shader, I sample the neighboring pixels and compare their depth and normals to determine screen space concavity. if you do the thresholds correctly (mostly trial and error) you can get stable 1 pixel edges. it's very similar to SSAO/edge-cavity shaders.
@@t3ssel8r Hi! Super late, but how exactly do you get the depth and normals of the neighboring pixels in the fragment shader? Is it done in a different pass?
@@srlatch7953 To compare depth I just move screen position (in shader) a bit and subtract from depths based on them. But I am unable to compare normals, I do not know how to do that.
this is just amazin
Can we please get a full tutorial on the pixel art engine? this is so amazing and i want to try it for myself
This is the future omg
That's awesome, a great work!
Any chances for that tool be compatible with another engines?
Probably no way you actually respond to this, but I've been spending the past two days trying to replicate what you did. I don't understand how you generated the grass at when you hit in play in unity over the green terrain, but not the cobblestone path. The only solutions to this problem involve using a second camera, then using that render to tell your script/shader where to instance the grass.
Any hints as to how you do it? Anything at all would be a huge boon.
lemme make a fanon lore abt that cube “its not water its a rock”
Is the grass underwater?
is this made in unity?
Consider making tutorials...