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A breakdown of how our line rendering works. Let me know if this is useful for your game, we're looking for a cool project!🎮🎨 Any suggestions welcome. #gamedev #indiedev #unity3d #madewithunity
27,665 просмотров • 3 лет назад •via X (Twitter)
Комментарии: 10

Nice! Partly doing the same for my project. How is the object ID done?

Thanks! Object ID is a float3->float3 hash of world-space position.

Super Cool!

Looks very clean, well done!

I like to think about the time in the future where we can render games with art styles like this in such high resolutions where the aliasing isn't an issue anymore. Might be worth considering for the technique to fully future proof it?

I guess the problem is that the lines have zero width, so infinite nyquist frequency. Aliasing does become less noticeable on higher resolutions though, this technique kind of supports that.

Cool. Is your custom antialiasing temporal?

Yeah, it's TAA with some techniques specific to line texture. Knowing the texture's properties gives way better results.

Very great!! Thanks for sharing it!!

@KitMacAllister Thanks! The Object ID and Line Map are rendered into off-screen textures by swapping shaders of each mesh renderer. The other stages are full-screen effects with different maps as input. Unity's own URP samples for multi-pass effects are broken, I had to read their code a lot...
