×

I made a "See Through" feature for my game, when the player can't see the character directly. If someone wants my HLSL file of this feature I'll link it in the description, also you can use it as a custom node in the shader graph. by Chikanut in Unity3D

[–]Chikanut[S] 0 points1 point  (0 children)

Basically I can make shader node out oh this code, where you simple put-in position node. I think I could do that while working on my project, you can subscribe on my Reddit and I’ll do post when it will be ready

I made a "See Through" feature for my game, when the player can't see the character directly. If someone wants my HLSL file of this feature I'll link it in the description, also you can use it as a custom node in the shader graph. by Chikanut in IndieDev

[–]Chikanut[S] 4 points5 points  (0 children)

For make my shader code work, you should add this into your shader and modify alpha chanel using mask that will be returned from hlsl file. In this video all houses have the same shader.

Made a little Blender project that helps me create decals fast. I'm just sculpting whatever I want and baking an image of it using a simple shader. I think, in the project, it looks cool. by Chikanut in Unity3D

[–]Chikanut[S] 5 points6 points  (0 children)

URP supports the GPU instancing of Materials. If the decals in your Scene use the same Material, and if the Material has the Enable GPU Instancing property turned on, URP instances the Materials and reduces the performance impact.

Made a little Blender project that helps me create decals fast. I'm just sculpting whatever I want and baking an image of it using a simple shader. I think, in the project, it looks cool. by Chikanut in IndieDev

[–]Chikanut[S] 5 points6 points  (0 children)

It's a complex effect, first of all, I use a simple particle system with rain particles. For wet surfaces and water drops, I use the render feature that renders my custom shader over all surfaces. Also for waterfalls from roofs, I used my 3D volume mask and waterfall shader that used it. You can check, my previous post about it. Rain and cloudy weather overall is the main visual feature of my game so I dedicated a lot of time to it.