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¿glass refraction?

92,508 次观看 • 1 年前 •via X (Twitter)

10 条评论

GamesCage - Hype Guy 的头像
GamesCage - Hype Guy1 年前

Pretty…

lilfrosty|Dawan 的头像
lilfrosty|Dawan1 年前

Ey quick question will the final version of P-06 have rumple functionality (Controller vibration)?

ChaosX 的头像
ChaosX1 年前

Yes

Fancy Overture 的头像
Fancy Overture1 年前

Are they made of glass? I've always imagined them as soft, like plastic or bubbles LMAO because of the sound they make when they pop Looks good though!

ChaosX 的头像
ChaosX1 年前

To be fair the texture of this transparent material is called "glass" in the files but it is very in the air, just like with sonic's shoes and the red material

MARIO KART 9 HYPE 的头像
MARIO KART 9 HYPE1 年前

I just wanted to say I love all the work you've been putting into this project, I finally got to play it yesterday and it's absolutely mind blowing how good it is. I can't wait to run a full story with this I'm so excited

Mephila03 的头像
Mephila031 年前

Absurd level of details man

Satoru 的头像
Satoru1 年前

Hey you guys think they'll ad the cut scenes?

Castell ANM 的头像
Castell ANM1 年前

Hey could you please take a look at this 🙏

ChaosX 的头像
ChaosX1 年前

It's an intricate game of shadows figuring out what makes Unity create these issues and have tried dealing with it for years lol, Unity moment, but I'll keep looking for alternatives

相关视频

🧑‍🏫 How to make a glass/refraction shader: 🍷 Refraction will ultimately have the effect that whatever is behind your mesh should appear distorted by the surface of the mesh itself. We're not going for external caustics projection, just modelling glass-like, distorting "transparency". 🌆 In Unity, you can sample the *global* _CameraOpaqueTexture (make sure it's enabled in your URP asset settings), which is what your scene looks like rendered without any transparent objects. In Shader Graph, you can simply use the Scene Colour node. 🔢 The UVs required for this texture are the normalized screen coordinates, so if we offset/warp/distort these coordinates and sample the texture, we ultimately produce a distorted image. We can offset the UVs by some normal map, as well as a refraction vector based on the direction from the camera -> the vertex/fragment (flip viewDir, which is otherwise vertex/fragment -> camera) and normals of the object. 📸 Input the (reversed) world space view direction and normal into HLSL refract. **Convert the refraction direction vector to tangent space before adding it to the screen UV.** Use the result to sample _CameraOpaqueTexture. refract(-worldViewDirection, worldNormal, eta); eta -> refraction ratio (from_IOR / to_IOR), > for air, 1.0 / indexOfRefraction (IOR). IOR of water = 1.33, glass = 1.54... 💡 You can also do naive "looks about right" hacks: fresnel -> normal from grayscale, which can be used for distortion. Or distort it any other way (without even specifically using refract at all), really... 🧠 Thus, even if your object is rendered as a transparent type (and vanilla Unity URP will require that it is), it is fully 'opaque' (max alpha), but it renders on its surface what is behind it, using the screen UV. If you distort those UVs by the camera view and normals of the surface it will be rendered on, it then appears like refractive glass on that surface. > Transparent render queue, but alpha = 1.0.

Mirza Beig

125,253 次观看 • 1 年前