Elliot B
@drbentine
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Physicist, RAE Enterprise Fellow, medtech . ex(cold atoms⚛️, postdoc at @ox_ultracold). programmer & game dev 💾🎮; #ProPixelizer for Unity; (he/him)
Oxford
Joined January 2020
ProPixelizer for #unity3d's next update allows you to combine appearance and outline materials into a single uber material. Here's it in action, rendering a 3D object as #pixelart. #madewithunity
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For ProPixelizer's next big update, one new feature I'm working on is better outlines: edge detection and outlines that respect dither and color palette settings if you want them to. All controlled through ShaderGraph and per object. #madewithunity #pixelart #unity3d
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ProPixelizer for #unity3d's next update allows you to combine appearance and outline materials into a single uber material. Here's it in action, rendering a 3D object as #pixelart. #madewithunity
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#ProPixelizer is currently 50% off in the asset store sale, with plenty of options for dithering and color grading to make #pixelart in #unity3d from 3d models in realtime!
After seeing some images from @MrmoTarius that used ordered dithering, I spent some time this weekend seeing how it looks.
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#ProPixelizer is currently 50% off in the asset store sale, with plenty of options for dithering and color grading to make #pixelart in #unity3d from 3d models in realtime!
After seeing some images from @MrmoTarius that used ordered dithering, I spent some time this weekend seeing how it looks.
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Really enjoyed seeing everyone at @AION_Science at oxford this week, here's @UltracoldTiff and myself paying a visit to our old BEC machine!
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For ProPixelizer's next big update, one new feature I'm working on is better outlines: edge detection and outlines that respect dither and color palette settings if you want them to. All controlled through ShaderGraph and per object. #madewithunity #pixelart #unity3d
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It appears DOTS now runs in webGL, so here is a web demo for you: https://t.co/CLB7tuCcSx
#madewithunity
elliotb256.itch.io
A simulation of a sci-fi battle using Unity's DOTS framework. Play in your browser
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(Above: a ninja from the @SyntyStudios POLYGON samurai pack and a stepped animation created from sprint in Basic Motion by @KevDev3D)
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ProPixelizer v1.5 released! Bug fixes, render scale support and new tools for dithers, palettes and animations. Feedback welcome :) #pixelart #madewithunity #ドット絵
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Features include: * effectiveness calculations for attacks based on range * evasion - so faster ships are hit less often by less accurate weapons * weapons and engines can be disabled by damage (so you might see some ships start to limp after a few hits!) * different AI behaviors
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(disclaimer: I wrote this to learn and get used to the ECS pattern. I'm definitely not claiming it's best practice, and there are certainly things that could be done differently! But I hope it's useful if someone is looking for a complete(ish) project as a starting point.)
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Incase someone enjoys it - here's a sci-fi space battle in #unity, using the #dots ECS framework. It simulates waves of different ships, with different equipment, weapons, shields. #madewithunity GitHub: https://t.co/QCAfKAGgiS youtube: https://t.co/0HsjCRHB2i
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The resulting texture gives me white areas where a mesh intersects the (shallow) water, black areas where it's clear, and a linear [0,1] in between. This is perfect for a distance coordinate in a sine wave. I add some time to the phase to make the ripples spread out.
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To create the ripples, we make a signed distance field by rendering from below and masking a range of depth values. These are used as seed points for a jump flood algorithm (I used the version from @bgolus' tutorial https://t.co/LcOTmUUaFp)
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To fix this, we compare the depth of the reflected scene to the distance of the water fragment from the camera. Scaling by this difference means that only reflections far from the surface are distorted. ( https://t.co/SzcFKLgbeZ is a good reference for depth generally!)
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This 'height' is used to disturb the sampling coordinate for the reflection texture, creating a soft rippling surface. This works, but looks bad when objects are near the water surface (eg, legs), as there should be almost no distortion where they intersect.
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flat sampling of this texture would produce a perfect mirror, so we need some distortion! I create patches of calm, windy ripples, and combine them using world-space noise to generate a water 'height'
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The water is rendered as a flat transparent plane. To color with the reflected scene, I first render from below with a second camera.
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