Download now the Volumetric Pixelizer for @unity3d and add mystery to your scenes.
— Raphael Ernaelsten (@RaphErnaelsten) April 19, 2019
Link : https://t.co/QZiuZdagOz
This will also be added to the samples of @AmplifyCreates Shader Editor.#MadeWithUnity #AmplifyShaderEditor #shaders #VFX #realtimeVFX #gamedev #gamedevelopment pic.twitter.com/y2RVK7qKn2
Heya friends, heres a tiny editor tool i wrote for a friend, maybe you'll find it useful in your own @unity3d adventures? Have you ever wanted to check in editor layouts to source control? https://t.co/Ixu8tHsmzm this script helps with managing those layout files! pic.twitter.com/rlByF7vBeE
— Lotte 'just an idiot' May 💖🍓🌈🐹🎮☕🍫🍩 (@LotteMakesStuff) April 19, 2019
learned a cool trick from the @EsotericSoft folks this morning – you can adjust z spacing of skeleton pieces. handy when using shaders that require writing to depth.
— Chris Sumsky (@chrissumsky) April 19, 2019
…but mostly it's just hilarious looking#indiedev #thewildatheart pic.twitter.com/up2RSOjXkr
Today is #VFXFriday, so here's a magic explosion. #ue4 #unrealengine #vfx #realtimeVFX pic.twitter.com/b9ev3sE0ZF
— Nadir (@NadirFXX) April 19, 2019
I made a post about creating some selective image effects with Stencils 😀 Like pixelated or sketched-style characters #gamedev #madewithunity
— Joyce[MinionsArt] (@minionsart) April 19, 2019
Code included in the post!
Read here >> https://t.co/F48xSBNrmm pic.twitter.com/ru0wpvkeNz
Sometimes it's cool to find some old assets I've made and then decide to create a completely different fx with that stuff 😁😈 #ue4 #vfx #realtimehttps://t.co/rLaEWEotEf pic.twitter.com/KXERhpMwQW
— AntonioCappiello (@antonio_vfx) April 20, 2019
oh hey it's #VFXFriday once again!
— Nicolas Ceriani (@nicolas_ceriani) April 19, 2019
got some movement VFXs for Toxic Pink#realtimeVFX #UE4 pic.twitter.com/35a6KHBusL
Here I am messing around with parallax and volumetric stuff. I still don't have a drawing tablet so i'm just using random textures from other effects, but there is the demo. Maybe I'll make some ground cracks fx with that later 🤔#VFX #MadeWithUnity #Gamedev #Unity3D #Shaders pic.twitter.com/iutyRZNjsy
— Gregory Oliveira (@godsgreg) April 21, 2019
It's marching squares on irregular quadrilateral grids pic.twitter.com/ofD4fw3OU5
— Oskar Stålberg (@OskSta) April 21, 2019
For some operations like adjusting the hue of a color, treating it as a hue, saturation and value is more useful than rgb
— ✨Ronja✨ (@totallyRonja) April 22, 2019
Heres how to convert rgb to hsv and back:https://t.co/zwMvHtxQXM
You can support my tutorial making on patreon💖https://t.co/UCOycyxc96 #gamedev #unitytips pic.twitter.com/VOMNvJuhxk
https://t.co/vt7QQNI4Mx
— Strook👻 (@aStrkl) December 4, 2018
Stumbled upon this gem while cleaning my Favorites folder…So much good tips&tricks on VFX for games ! applicable everywhere, regardless of your engine@polycount @realtimevfx #gamedev #indiedev #vfx #unreal #unitytips pic.twitter.com/ipHlZ34IbM
working on some waterfalls here#unsighted #indiegame #vacaroxa #pixelart #indie #gamedev #gaming #animation #unity #unity3d #gaming #madewithunity pic.twitter.com/0YaAvFmWca
— Tiani Pixel (@TianiPixel) April 19, 2019
Parallax and flowmapping is my version of Netflix and chill.#Unity #amplifyshader #Shaders #VFX #realtimeVFX @madewithunity pic.twitter.com/KwNxEsVl4o
— Marc Sureda 🚀 (@msureda) April 22, 2019
Some basic points that come to me right now:
— Rody Muijrers (@Fakirgnome) April 22, 2019
1. Warping/distorting the UVmap on custom meshes can be super useful to get the right flow/tempo when panning textures! Think of stretching out UV's towards the edge of a plane to make a texture pan faster there. pic.twitter.com/WMjtYJYir2
Did another campfire VFX-sketch today, different approach, different style. Might do a couple more to explore techniques and possibilities. This version has 2 custom shaders on 2 simple custom meshes, and 3 spotlights. #realtimevfx #vfx #unity3d #gamedev pic.twitter.com/L5XrQTMhiH
— Rody Muijrers (@Fakirgnome) February 12, 2019
Reading some interesting things on VFX today, so I decided to capture some freeze frames from #RecompileGame. I'm using custom shaders to control our bloom ramp, alpha cutouts & distortion to give @Skepsisology maximum control to make our VFX pop (THREAD)#madewithunity #gamedev pic.twitter.com/tGvusypH5f
— Phi Dinh (@phi6) April 22, 2019
Look at this ridiculous music vid from @65dos (they made the soundtrack for @NoMansSky)
— Phi Dinh (@phi6) April 24, 2019
Can finally reveal that the glitchy visuals are built on a modified version of PhiOS, my open source textmode engine for Unity that we're using to power Recompile's UI#madewithunity #gamedev https://t.co/er77RsBbUZ
River Renderer ported to Unity! Added adaptive tessellation, 2.5d simulation and proper velocity matching between wave crests and sim data #madewithunity pic.twitter.com/m4HZFMPbXX
— jpg (@greje656) April 23, 2019
goofing off in #b3d w/ #boxcutter pic.twitter.com/mfoSDW9BuA
— masterxeon1001 (@mxeon1001) April 21, 2019
My favourite tip for animators: #Find your rhythm
— croasan (@croa_san) April 23, 2019
Try to find the musical beats for your animation. (~‾▿‾)~ (1/4) pic.twitter.com/BsK2DChBFi
I am working on a little space shotter game in @unity3d. This are the assets I have prepared so far. Everything done with #Blender3d and the shader and visual effects graph#screenshotsaturday
— juanantonioCGI (@CgiJuanantonio) April 20, 2019
Thanks to @BrackeysTweet for the fantastic introduction tutorial for the HDR pipeline pic.twitter.com/0rvyz02hT7
Finally got proper compute particle life-cycle/reuse working in Carbide.
— John Millard (@johntwolives) April 23, 2019
It uses indirect compute/draw calls and so the CPU has NO CLUE WHAT’S GOING ON 🤫
Also apparently video codecs hate particles. pic.twitter.com/yt0gUAdRnt
I tweeted a liquid shader like this at the start of the year, but I never shared the #shadergraph (see thread).🥤I'm also working on something more interesting which uses this technique, which I'll tweet in a few days or so! 😀 #unity3D #madewithunity #shaders #gamedev pic.twitter.com/wausClRGDY
— Cyan (@Cyanilux) April 24, 2019
I made an hourglass! ⌛️#unity3D #madewithunity #shaders #gamedev
— Cyan (@Cyanilux) April 26, 2019
The sand uses a shader based on same technique to the liquid shader I posted a few days ago, but twice, offset & masked, one for each half of the hourglass. See thread for #shadergraph & more info! 😀 pic.twitter.com/MmMAJvAzwH
Wind shurikens#Shurikens #VFX #Effects #Unity #Unity3d #realtimeVFX pic.twitter.com/aBbTjCe4kD
— ErbGameArt (@ErbGameArt) April 24, 2019
A shading technique that is quite largely used in mobile (specially low end) is MatCap (Material Capture). It's a very simple way of faking lighting in situations where you can't afford real-time lighting. (1/n) #shader #madewithunity #unity3d pic.twitter.com/O0A4nuaDfX
— Teo (@teodutra) April 24, 2019
A new tech art practice, yeah! It took longer cause I ended building a prototype around it. Inspired by one of @guinoir Space Quest amazing illustrations and @HarryAlisavakis work on edge detection.
— RenD (@rend1720) April 24, 2019
As always, turn the sound ON 😇😇#gamedev #indiedev #indiegame #realtimeVFX pic.twitter.com/HjXBT87bnc
Even when I know that they are not “high quality concepts”, sometimes quick sketches help a lot ^^ pic.twitter.com/TE0jUowX56
— Rafles (@SrRafles) April 25, 2019
4 degrees of strength for each projectiles #vfx #UnrealEngine #UE4 #cascade #realtimevfx #gamedev #madewithunreal #crypticconjure pic.twitter.com/hzmz9crB6R
— balaganvfx (@balaganvfx) April 25, 2019
Found some old footage of a test I did rendering 3d animations as sprites. Would love to make a game using this technique some day! #madewithunity #gamedev #oldskool pic.twitter.com/DFBCqGeaMe
— Nick Carver (@NickDCarver) April 25, 2019
Tower Defense: The Board #unity3d #gamedev #tutorial: https://t.co/sfrgiREY8y
— Jasper Flick (@catlikecoding) April 25, 2019
New #mixandjam video up and running! This time recreating the Dead Eye mechanic from RDR! https://t.co/wX8QLyrikL
— André Cardoso (@andre_mc) April 25, 2019
Custom lighting model & shaders I've been working on
— jessica harvey (@oysterFAKE) April 24, 2019
cc: @arbitrarymetric… pic.twitter.com/zPHG5D5K82
A simplified version of this project is now on GitHub:https://t.co/SvD5BUKsrc#madewithunity pic.twitter.com/rkmSCXzUhq
— Max Gittel (@maxSigma_) April 25, 2019
Weapon Transformation – Axe
— Worldless (@worldless_game) April 25, 2019
You can even parry enemy counter-attacks during the starting frames! pic.twitter.com/DWleqc499u
🔊#gamedev #unrealengine #indiedev pic.twitter.com/1BRafiTtyy
— Inasa🌻 (@Inasa_Fujio) April 26, 2019
Remade this wonderful shader, called FX Aura, inspired by @minionsart https://t.co/TYQIpXxMzY Left is the original, middle and right are mine #unity3d #madewithunity #gamedev #shaders pic.twitter.com/e0b7ONVivM
— The C.reator (@cayou66) April 26, 2019
A simple missile tracking effect was made this week.Some tips for the tracking …#VFXFriday #madewithunity #RealtimeVFX #gamedev pic.twitter.com/gfOyVCr5yH
— Piao_3DEffect (@PiaoEffect_cn) April 26, 2019
Big boom VFX for Toxic Pink's ultimate attack, playing with depth fade to make sure the radius stays readable everywhere#vfxfriday #RealtimeVFX #UE4 pic.twitter.com/7lQ8qQjQ2w
— Nicolas Ceriani (@nicolas_ceriani) April 25, 2019
Following the advice of @KostasAAA and other, I started a blog. The first entries are on tone mapping and automatic exposure: https://t.co/JZD0RvKgS6
— Bruno Opsenica (@BruOps) April 25, 2019