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4 texture utilities I'm developing/using right inside of my Unity for Games project ✅ Blur Filter ✅ Channel Packer ✅ Gradient to Texture ✅ SDF Baker UI Toolkit + compute shaders ❤️

17,046 次观看 • 3 年前 •via X (Twitter)

10 条评论

thomas 🏔️ vandenberg 的头像
thomas 🏔️ vandenberg2 年前

@unitygames woah this is amazing actually! Will this re-bake automatically if the source textures change?

Alex Ameye 的头像
Alex Ameye2 年前

@unitygames I had the SDF baker as an AssetPostprocessor so changing the source texture would indeed trigger an SDF-generation. Also per-channel

Andy Touch (Same on 🟦⛅) 的头像
Andy Touch (Same on 🟦⛅)2 年前

@unitygames Which Graph API are you using? :)

Alex Ameye 的头像
Alex Ameye2 年前

@unitygames Just checked (last commit is almost 2 years ago at this point), I use UnityEditor.Experimental.GraphView and UnityEngine.UIElements

rikoo 的头像
rikoo3 年前

@unitygames Wow that's so amazing ! There is even a shader to texture 😯

BruceSlater 的头像
BruceSlater3 年前

@unitygames This is so good, how does one test this tool 👀

Alex Ameye 的头像
Alex Ameye3 年前

@unitygames Might release this in the future :) Which one seems the most useful?

Ciro Continisio 的头像
Ciro Continisio3 年前

@unitygames Super cool! Gradient to texture is nice, but my immediate thought is: to make one I might as well go to PS or another app. Having it in Unity would be great to be able to continuously tweak it.

Lexie Dostal 的头像
Lexie Dostal3 年前

@thisistehks @unitygames might be the way the data is visually represented but the SDF baker looks more like a distance baker, Gradient should also be going into the interior for it to be signed. Assuming a 0-1 output, 0.5 being 0 distance to edge.

Alex Ameye 的头像
Alex Ameye3 年前

@thisistehks @unitygames Yeah it's just how it is visualized here, it does generate the signed version but I then do a post-processing step to set the negative values to 1.0 because I need that for my use case 😄

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