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Thomaz Nardelli
412 posts

Thomaz Nardelli
@zazamorga
Technical Artist | Graphics Programmer | Shader boy https://t.co/9JMQfPrCV1
Viçosa, Brazil Katılım Ekim 2017
509 Takip Edilen3K Takipçiler
Thomaz Nardelli retweetledi

@RoDoddler while in renewal it always felt a bit arbitrary and cheap not being able to hunt stronger monsters (in most part because of the exp reduction).
However, it did feel much better here, and it was more rewarding to form a party, maybe a bit too much hahahaha
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@zazamorga The biggest thing is monster's subtractive defense hurts a lot if you're underpowered, probably more than any level based adjustment. Going after strong monsters without a good attack stat is already pretty rough.
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@RealtimeLuis it's a soft shadow technique
developer.download.nvidia.com/shaderlibrary/…
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here's a video of the final result, now i just need to record the actual tutorial, which i feel will be the hardest part of this entire project
#madewithunity #URP
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Thomaz Nardelli retweetledi

Yoo everyone, these past few months I had the pleasure of being able to work on the new League of Legends game mode.
Thanks to Envar Studios and Riot :D.
Hope you are having fun
#gameart #handpainted #stylized

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@BenSimsTech Yeah, for this game specifically it's doable, since there isn't much else going on in the GPU
I also had to make the cloud less dense than I wanted because of aliasing issues... it's great, but definitely not an end all solution
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@zazamorga Fair enough, 512 depth slices is a lot! Like you mentioned, modern GPUs can handle it, but it depends how much you're doing into the rendering pass.
At 1080p, that's 1 froxel per 12 pixels, at 4k its 1 per 24. Which is quite low res, I think games tend to do 1 froxel per 4-8 px.
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volumetric clouds/fog using froxels
not sure if surprisingly cheap or if new gpus are just that fast
#madewithunity
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@BenSimsTech In this video i cranked it up to 160x90x512, so a little less than a 2D 4k RT, but I can still get good looking results with a depth of 64, less than that and it gets rather ugly
also worth mentioning that there is no reprojection and that I'm using a big far plane, not ideal
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@zazamorga What resolution is the froxel grid? I've found that it gets too expensive in terms of VRAM and shader time to maintain detail over long distances, compared to raymarching. (For vol clouds and atmospheric scattering with sky occlusion)
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@danielsantalla Here's a nice presentation
gdcvault.com/play/1020397/A…
In my implementation I use a compute shader to calculate all the lighting, noise, etc into a 3D texture and a blit for the actual raymarching in CS
weirdly it was way more intuitive and simpler than just the raymarching in WS
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Thomaz Nardelli retweetledi

Yo #PortfolioDay. I'm Pedro, a Brazilian environment artist.
Previously worked on Wild Rift, Relic Hunters, Square Enix, etc.
I am currently working at Moon Studios and freelancing for Stoic Studios... (you can also see 2 pixels that I made on Earthblade hehe)
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Thought I would share a bit more about how my ice shader works
(1/4)
#madewithunity #shaders
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