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Johannes

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Everything posted by Johannes

  1. Yeah, probably would make fun level to play. This level of graphic detail ins't really game ready though. Shooting it frame by frame takes away the lag, I have something like 250 shadow casting lights in the scene. All the textures are 2K or more.
  2. Hi guys, I recently partook in the Unity #Neonchallenge competition that Unity is currently hosting. This was my submission, called E.D.E.N. Station : https://connect.unity.com/p/e-d-e-n-station And here is my final video : If you guys enjoyed the video please leave a like on my submission page, it helps allot.
  3. Depends on how you want shaders to react, for this one use standard surface.
  4. Add this shader to your grass and adjust the variables for the desired effect. This is meant for 2D grass but it does still affect a 3D mesh like yours. Shader "Transparent/Cutout/Self Illum Diffuse Shake" { Properties { _Color ("Main Color", Color) = (1,1,1,1) _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} _Illum ("Illumin (A)", 2D) = "white" {} _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5 _ShakeDisplacement ("Displacement", Range (0, 1.0)) = 1.0 _ShakeTime ("Shake Time", Range (0, 1.0)) = 1.0 _ShakeWindspeed ("Shake Windspeed", Range (0, 1.0)) = 1.0 _ShakeBending ("Shake Bending", Range (0, 1.0)) = 1.0 } SubShader { Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"} LOD 200 CGPROGRAM #pragma target 3.0 #pragma surface surf Lambert alphatest:_Cutoff vertex:vert addshadow sampler2D _MainTex; sampler2D _Illum; fixed4 _Color; float _ShakeDisplacement; float _ShakeTime; float _ShakeWindspeed; float _ShakeBending; struct Input { float2 uv_MainTex; float2 uv_Illum; }; void FastSinCos (float4 val, out float4 s, out float4 c) { val = val * 6.408849 - 3.1415927; float4 r5 = val * val; float4 r6 = r5 * r5; float4 r7 = r6 * r5; float4 r8 = r6 * r5; float4 r1 = r5 * val; float4 r2 = r1 * r5; float4 r3 = r2 * r5; float4 sin7 = {1, -0.16161616, 0.0083333, -0.00019841} ; float4 cos8 = {-0.5, 0.041666666, -0.0013888889, 0.000024801587} ; s = val + r1 * sin7.y + r2 * sin7.z + r3 * sin7.w; c = 1 + r5 * cos8.x + r6 * cos8.y + r7 * cos8.z + r8 * cos8.w; } void vert (inout appdata_full v) { float factor = (1 - _ShakeDisplacement - v.color.r) * 0.5; const float _WindSpeed = (_ShakeWindspeed + v.color.g ); const float _WaveScale = _ShakeDisplacement; const float4 _waveXSize = float4(0.048, 0.06, 0.24, 0.096); const float4 _waveZSize = float4 (0.024, .08, 0.08, 0.2); const float4 waveSpeed = float4 (1.2, 2, 1.6, 4.8); float4 _waveXmove = float4(0.024, 0.04, -0.12, 0.096); float4 _waveZmove = float4 (0.006, .02, -0.02, 0.1); float4 waves; waves = v.vertex.x * _waveXSize; waves += v.vertex.z * _waveZSize; waves += _Time.x * (1 - _ShakeTime * 2 - v.color.b ) * waveSpeed *_WindSpeed; float4 s, c; waves = frac (waves); FastSinCos (waves, s,c); float waveAmount = v.texcoord.y * (v.color.a + _ShakeBending); s *= waveAmount; s *= normalize (waveSpeed); s = s * s; float fade = dot (s, 1.3); s = s * s; float3 waveMove = float3 (0,0,0); waveMove.x = dot (s, _waveXmove); waveMove.z = dot (s, _waveZmove); v.vertex.xz -= mul ((float3x3)unity_WorldToObject, waveMove).xz; } void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; o.Albedo = c.rgb; o.Emission = c.rgb * tex2D(_Illum, IN.uv_Illum).a; o.Alpha = c.a; } ENDCG } Fallback "Transparent/Cutout/VertexLit" } I recommend using a solidify modifier on the grass to have the faces always visible.
  5. You can use one of these and then just set the camera transform correctly as you would like it. https://code.tutsplus.com/tutorials/unity3d-third-person-cameras--mobile-11230 I dont mind helping you but these are things that you can very easily find on google.
  6. Just drag and drop the control script onto your model, or copy it in the inspector and paste onto your model again. As for the animation, there are a few options, a simple one is using something like setting up a bool that switches true when you have an input down and false when you dont and then have a function that plays the walking animation when the bool is true and plays idle animation when the bool is false. If you dont understand how to use these yet I would recommend doing some tutorials before trying to get into more advanced stuff, you can find some here : https://unity3d.com/learn/tutorials
  7. Here are a few : https://www.assetstore.unity3d.com/en/#!/content/74107 https://www.assetstore.unity3d.com/en/#!/content/58759 https://www.assetstore.unity3d.com/en/#!/content/15233 - I recommend this one https://www.assetstore.unity3d.com/en/#!/content/7394
  8. Can you share the coding? Its hard to understand otherwise.
  9. I think he means recommendations for games to play as an example.
  10. Johannes

    Grunt1914

    Im glad you are looking forward to it Ive invested way too much time and money in the project for me to cancel it, I will definitely release it, probably by end of December this year.
  11. Johannes

    Grunt1914

    Youd have to talk to her about it although I doubt shell be able to take free work at the moment.
  12. Johannes

    Grunt1914

    The level design and modeling are done by me, and the concept art is done by Paulina Juźwin. Thanks! I hope people will like it too
  13. Glad you like it, have fun
  14. Johannes

    Game compression ?

    As for the materials, it wont impact the game's size too much, they are very small, especially after build. Its more a performance thing. Share a screenshot of your inspector in the unity editor, I want to see your file structure. Also, be sure to remove the alpha channels from your albedo/diffuse maps if you aren't using translucent shaders. You can do this by saving the textures as any format that doesn't support and A channel, so there's no transparent channel, such as jpg.
  15. Johannes

    Game compression ?

    Where to start... a Texture in Unity doesn't go higher than the actual resolution of the texture in the inspector. So you dont have to worry about locking the size unless you go lower than the actual resolution. If you want to drastically decrease the size of the textures set them lower in size and change the filtering mode. So, looking at that texture it doesn't even look like you need any texture detail, consider using material color. If you insist on having albedo/diffuse detail you might consider using a single atlas to save on batching performance, as materials that are shared batches those GameObjects together. Other than that be sure to mark all non movable GameObjects as static for occlusion and navigation. There are more ways to increase these savings based on the type of shader you are using and how that shader uses the lighting in the scene. For instance, is it diffuse only or does it support additional maps? Using more than 1 material on a GameObject is never advised, to put it simply, for every new material the gpu has to run another drawcall, so the less you have the better. If these dont assist much please share your file hierarchy so that we can check whether we can sort it better in order to accompany performance gain/size reduction.
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