Dustyroom ๐Ÿ‡บ๐Ÿ‡ฆ

382 posts

Dustyroom ๐Ÿ‡บ๐Ÿ‡ฆ banner
Dustyroom ๐Ÿ‡บ๐Ÿ‡ฆ

Dustyroom ๐Ÿ‡บ๐Ÿ‡ฆ

@_dstrm

Micro game dev studio from Ukraine. Music and art by @polygrim. https://t.co/WdnQZ162Js

๊ฐ€์ž…์ผ Mart 2012
101 ํŒ”๋กœ์ž‰2.3K ํŒ”๋กœ์›Œ
Dustyroom ๐Ÿ‡บ๐Ÿ‡ฆ
Applying lines several times with UV displacement with a map that's swapped at 5 FPS.
English
2
0
10
3.4K
picrossin
picrossin@jadengoterยท
@_dstrm This is incredible! What RP is this for?
English
1
0
1
46
Dustyroom ๐Ÿ‡บ๐Ÿ‡ฆ
@danbronsema Hi! We've experimented with different approaches to noise and the only one that worked well is changing lines based on 3D noise applied in world space. Any 2D noise is visibly 2D once the camera starts moving.
English
0
0
0
16
Dan Bronsema
Dan Bronsema@danbronsemaยท
@_dstrm Hey Dusty, love this asset pack. Been using it for a few days and was wondering if there's a way to add some 'noise' or slight distortion to the outline/lines to give it a more hand drawn feel?
English
1
0
0
15
Sandy Ussia
Sandy Ussia@SandyUยท
Loved playing Empty by @_dstrm, a dev team based in Ukraine โค๏ธ Nice relaxing puzzles and no ads... only wish there were more ๐Ÿ˜Š Well worth a donation ๐Ÿ˜Š
Sandy Ussia tweet media
Florida, USA ๐Ÿ‡บ๐Ÿ‡ธ English
1
0
11
422
Shay Segal
Shay Segal@shaysegalยท
@_dstrm Thank you for the best shader ever
English
2
0
1
368
Shay Segal
Shay Segal@shaysegalยท
Let's toon everything
English
2
0
23
1.1K
Dustyroom ๐Ÿ‡บ๐Ÿ‡ฆ
@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...
English
0
0
0
103
Dustyroom ๐Ÿ‡บ๐Ÿ‡ฆ
@K0pter 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.
English
1
0
1
103
Kopter
Kopter@K0pterยท
@_dstrm 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?
English
1
0
1
152
Dustyroom ๐Ÿ‡บ๐Ÿ‡ฆ
@keaukraine Yeah, it's TAA with some techniques specific to line texture. Knowing the texture's properties gives way better results.
English
0
0
1
83
keaukraine
keaukraine@keaukraineยท
@_dstrm Cool. Is your custom antialiasing temporal?
English
1
0
0
78