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fennixx

Member
  • Content count

    130
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fennixx last won the day on September 28 2016

fennixx had the most liked content!

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35 Excellent

About fennixx

  • Rank
    Member
  • Birthday 03/21/1996

Profile Information

  • Gender
    Male
  • Location:
    caracal Romania
  • Interests
    Creating a game and i need help

Recent Profile Visitors

657 profile views
  1. are youre scrips still good?! im looking for some weapon scripts for my mobile game! maybe i could use those
  2. Dude get A GTX 1060 3Gb is the best! or an RX470 4GB but the 1060 is a bit better in most of the games and tasks! + unity uses Physx so a Performance+ there for Nvidia !
  3. Yo Yo I am curently searching for a guy who can do me a shader for mobile! The shader is like this : But with LightProbesupport and Without the color but with a slider that switches\blends between unlit and lightprobe lighting! I pay around 10$ or more ...depends of the work quality and performance. // MatCap Shader, (c) 2015 Jean Moreno Shader "MatCap/Bumped/Textured Multiply" { Properties { _MainTex ("Base (RGB)", 2D) = "white" {} _BumpMap ("Normal Map", 2D) = "bump" {} _MatCap ("MatCap (RGB)", 2D) = "white" {} [Toggle(MATCAP_ACCURATE)] _MatCapAccurate ("Accurate Calculation", Int) = 0 } Subshader { Tags { "RenderType"="Opaque" } Pass { Tags { "LightMode" = "Always" } CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma fragmentoption ARB_precision_hint_fastest #pragma shader_feature MATCAP_ACCURATE #include "UnityCG.cginc" struct v2f { float4 pos : SV_POSITION; float2 uv : TEXCOORD0; float2 uv_bump : TEXCOORD1; #if MATCAP_ACCURATE fixed3 tSpace0 : TEXCOORD2; fixed3 tSpace1 : TEXCOORD3; fixed3 tSpace2 : TEXCOORD4; #else float3 c0 : TEXCOORD2; float3 c1 : TEXCOORD3; #endif }; uniform float4 _MainTex_ST; uniform float4 _BumpMap_ST; v2f vert (appdata_tan v) { v2f o; o.pos = mul (UNITY_MATRIX_MVP, v.vertex); o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); o.uv_bump = TRANSFORM_TEX(v.texcoord,_BumpMap); #if MATCAP_ACCURATE //Accurate bump calculation: calculate tangent space matrix and pass it to fragment shader fixed3 worldNormal = UnityObjectToWorldNormal(v.normal); fixed3 worldTangent = UnityObjectToWorldDir(v.tangent.xyz); fixed3 worldBinormal = cross(worldNormal, worldTangent) * v.tangent.w; o.tSpace0 = fixed3(worldTangent.x, worldBinormal.x, worldNormal.x); o.tSpace1 = fixed3(worldTangent.y, worldBinormal.y, worldNormal.y); o.tSpace2 = fixed3(worldTangent.z, worldBinormal.z, worldNormal.z); #else //Faster but less accurate method (especially on non-uniform scaling) v.normal = normalize(v.normal); v.tangent = normalize(v.tangent); TANGENT_SPACE_ROTATION; o.c0 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[0].xyz)); o.c1 = mul(rotation, normalize(UNITY_MATRIX_IT_MV[1].xyz)); #endif return o; } uniform sampler2D _MainTex; uniform sampler2D _BumpMap; uniform sampler2D _MatCap; fixed4 frag (v2f i) : COLOR { fixed4 tex = tex2D(_MainTex, i.uv); fixed3 normals = UnpackNormal(tex2D(_BumpMap, i.uv_bump)); #if MATCAP_ACCURATE //Rotate normals from tangent space to world space float3 worldNorm; worldNorm.x = dot(i.tSpace0.xyz, normals); worldNorm.y = dot(i.tSpace1.xyz, normals); worldNorm.z = dot(i.tSpace2.xyz, normals); worldNorm = mul((float3x3)UNITY_MATRIX_V, worldNorm); float4 mc = tex2D(_MatCap, worldNorm.xy * 0.5 + 0.5); #else half2 capCoord = half2(dot(i.c0, normals), dot(i.c1, normals)); float4 mc = tex2D(_MatCap, capCoord*0.5+0.5); #endif return tex * mc * 2.0; } ENDCG } } Fallback "VertexLit" }
  4. Does anyone have an ideea whats happening here? The shader looks broken and a bit pixelated but on my friends pc looks okay! This is From The Shadowgun Deadzone sample project From MadfingerGames
  5. Hmm You draw nice xD i used to draw the same when i was 10 but i lost all my skill in those 10 years since i havent practice! but i started making some anime concepts for my Game project xD I started modeling stuff but i can't get a hold of an programmer that wants to collaborate with me! But (sine O.M.A Means one man army) I gues i will eventualy do it myself without help xD ,.,., who knows!
  6. dont expect to find something since it says only wip(Work in progress) + it was in 2014 so XD
  7. It is interesting but is usefull for those who need it! I personaly look for other type of toon shader but Grate Job anyway
  8. First person animator looking for paid work here
  9. LoL Romani xD Salut!
  10. I don't take requests anymore! sry
  11. You need to replace it with other model made by you or bought by you ! if you want to sell your game
  12. you can but is more of a placeholder but #Give #Credits if you do!
  13. Yo dude if you don't need it i strongly sugest you do not download it! and btw why do you even bother to comment? i don't need a bunch of nonsens from you!
  14. Hey have fun enjoing the model and please do not try to modify or sell it! Link: https://mega.nz/#!R9tkTaAD!YkhRE5ZuQWttFvXRFeGq-TSoOD9xOvb8sNCm1GaBES0
  15. does the one from github works fine?? couse i realy look to it xD