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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

Фото профиля Alex Ameye
Alex Ameye3 лет назад

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

Фото профиля Dustyroom 🇺🇦
Dustyroom 🇺🇦3 лет назад

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

Фото профиля Andre Weinhold
Andre Weinhold3 лет назад

Super Cool!

Фото профиля Samuel Asher Rivello
Samuel Asher Rivello3 лет назад

Looks very clean, well done!

Фото профиля Kopter
Kopter3 лет назад

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?

Фото профиля Dustyroom 🇺🇦
Dustyroom 🇺🇦3 лет назад

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.

Фото профиля keaukraine 🇺🇦
keaukraine 🇺🇦3 лет назад

Cool. Is your custom antialiasing temporal?

Фото профиля Dustyroom 🇺🇦
Dustyroom 🇺🇦3 лет назад

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

Фото профиля Azrhyga
Azrhyga3 лет назад

Very great!! Thanks for sharing it!!

Фото профиля Dustyroom 🇺🇦
Dustyroom 🇺🇦3 лет назад

@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...

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