Andrey
17 posts

Andrey
@Kripto289
VFX artist and shader programmer
Georgia Katılım Haziran 2017
128 Takip Edilen35 Takipçiler

A small demo showing how KWS2 handles dynamic splash interactions from bullet hits
youtu.be/c946weiEOnI

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@80Level @Kripto289 It seems people are spending too much energy chasing realistic water splashes. Is it really that hard to apply normal map flip book texture with a circular wave at decal?
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.@Kripto289's KWS2 Water System for Unity offers a realistic bullet impact that will be perfect for any shooter.
Try the demo if you don't believe your eyes: 80.lv/articles/satis…
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@Kripto289 Ah, well yeah Metal can’t do atomics on textures. Only on buffers.
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@Kripto289 You mean interlocked ops on floats, or in general? “In general” it should work. On floats it would work once Unity implements support for HLSL->Metal translation for float atomically in shaders.
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@cayou66 @_tyirvine @Sakura_Rabbiter It's just the same effect, lol :)
youtu.be/2uQ3-mWm1fw?t=…
It's shuriken particle system with noise + stretched billboard + simitransparent small texture of smoke.

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@Remi_Genin Hello,
I read your article, that's cool.
Could you tell us more about it?
"we’ll just make the reflection surface we generated the frame before “bleed” on the current one" ?
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@JohnSietsma I am trying to find a method for rendering transparent geometry.
Can you give me a hint how I can do that?
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@Kripto289 Neither technique works out of the box with transparent objects. But both could with some changes.
Melbourne, Victoria 🇦🇺 English

Per-object bloom and blurry refractions by adding custom render passes to #unity's new Lightweight Renderpipeline. github.com/johnsietsma/Ex…

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