Just getting ....

Started by Alienhead, January 09, 2024, 04:56:42

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Alienhead

Not pooling yet, and yes I am creating and destroying bullets non stop.  Thanks for the tip !

Alienhead

#16
OMG did the Unity developers go out of their way to make lightmapping difficulty comparable to brain surgery! ? !
After many many hours an many many videos I think I figured it out..  My level is now beast-mapped, no realtime lights as of yet. ( but for a little floating light above the players head ).

I'm using Microsplat terrain shader, for the parallax effect, but I haven't figured out just yet how to get the terrain lightmapping to show up..  Not sure if that shader supports a 2nd UV set..  must dig further!

Time to learn and play with light probes for indoor areas..  This should be fun :9


Alienhead

#17
Lightmapping with Beast is no fun, but once you come to grips with it - it's really powerful. After aligning some light probes around certain areas I was able to improve the lightmapping 10-fold!.

I'm doing a full scene bake as I post this message, full details so it's probably got about an hour or so to go, but I think it's going to look nice. I'll post a final later.

I think it's time to get off the lighting stuff and move into some basic Ai and mob spawning. Basic Ai as in Navmesh agents or perhaps for speed purposes some A*star pathing.

+1 for Unity.



The effort to take Unity ( which I knew nothing about last week ) and build a game from ground up, that plays on webgl, in under  a month  ... errrr 2 months CONTINUES...  stay tuned.. :)

Alienhead

#18
Ahh nothing fast about beast lightmapping, I see now I'm going to just queue my lightmapping sessions up as I go to bed in the evenings lol.

Added volumetric fog and clouds, this was a free asset I found while combing the unity forums in search of Light probe information.  It should turn out pretty good when I start to work on the weather/rain system.

I think I'll eventually take the volumetric clouds out and put in a dynamic skybox, just to make it a bit more web friendly.

Baked in the ambient occlusion as well, didn't see much reason to runtime the AO with a web-based game.

To me, its got that original Fallout look to it, which came about completely by accident, but hey.... I'm not bitchn' I loved the original fallout game/look.

Results:



I think that's about all for today, I'll get started on some Ai and pathing stuff tomorrow.

SATY TUNED !

Matty

I love the artistic style of that.

Alienhead


Alienhead

#21
I learned about Unitys Lut's and Post-Processing stacks today, then I watched football. :)
I wrote some sway scripts to rock the sign back in forth slowly, then some light flicker scripts to give the effect of a failing light bulb.  I got into sound and sound probes, ambience and area sounds are now in this map! Spooky actually. Changed the sky to a standard skybox with slow scroll texture. Added some distant volumetric fog, however I'm considering ripping that out for the faster scatter fog technique.

Revision 4: Luts and post processing:



The post-apo / steam?punk is starting to show up.. gas masks and toxic smoke/fog is on the menu! :)

Tomorrow: background/horizons, Particle effect system ( i want to get some sparks falling from the neon ). Then I want to look into some auto focusing depth of field routines. if I have time after all that I want to investigate using a detail mask to go under the light mapping uv layer - should I've some roughness to those low poly low textured buildings. a masking layer, this may be more time consuming then I'm thinking so that may have to wait until the following day. Scatter fog around the buildings and center road. 

So far everything in the scene is webgl compliant! I keep testing the builds each process I add.

Post rendering completed over night, this scene is fully baked other than the vig and some dof effect. 




Stay - tuned !

Alienhead

#22
I decided last night I wanted my low poly buildings to fit the scene better, they weren't 'dirty' or 'grungy' enough to match up.

Well instead of throwing more polys at the models or additional addtional shader passes - I took to the Unity Shader Graph ( the very best feature Unity has in my book ). Using Substance painter i made a few noise maps then some heightmaps to match them.  Then imported them into the graph.

I used a perlin algo to randomly position the detail maps around the different faces, this way no two buildings will have the same 'dirty' patterns on them.

I then applied the mask in between the regular mesh material and the uv mapping layer.

Bingo! I got the grunge effect I was hoping for with very little effort. This shader does the regular rendering, the detail masks and the lightmap uv's all in a single draw call! Trying to keep things webgl friendly :)

 

and for original VS final runtime rendering.

  

The quest continues!  STAY TUNED !


Qube

Excellent looking work 8) Guessing you are approaching the status of a Unity convert? or it is, like I have, a love hate relationship with Unity :))  
Mac Studio M1 Max ( 10 core CPU - 24 core GPU ), 32GB LPDDR5, 512GB SSD,
Beelink SER7 Mini Gaming PC, Ryzen 7 7840HS 8-Core 16-Thread 5.1GHz Processor, 32G DDR5 RAM 1T PCIe 4.0 SSD
MSI MEG 342C 34" QD-OLED Monitor

Until the next time.

Alienhead

Quote from: Qube on January 22, 2024, 02:06:37Guessing you are approaching the status of a Unity convert? or it is, like I have, a love hate relationship with Unity :)) 

Pretty much I'm sold out on using unity from now on. Mainly due to webgl support and I just cant stand godot's python-like scripting language.

As for desktop builds I'll probably stick to Ultra Engine and cpp.

Derron

Quote from: Alienhead on January 24, 2024, 14:37:11... I just cant stand godot's python-like scripting language.

You could use C# or C++ with godot too.


bye
Ron

Alienhead

Quote from: Derron on January 25, 2024, 12:41:43
Quote from: Alienhead on January 24, 2024, 14:37:11... I just cant stand godot's python-like scripting language.

You could use C# or C++ with godot too.


bye
Ron

True.

Alienhead

#27
Rev. 4,

I've been working with post-processing volumes and scatter shaders, next I'm going to give some attention to the horizon and skybox blending.


Steve Elliott

Looking very impressive, and as for Unity use what tool you need!...Personally my old skool efficiency spider senses kick in when I hear about a ton of variables being setup in the background by Unity (which I might not require).
Win11 64Gb 12th Gen Intel i9 12900K 3.2Ghz Nvidia RTX 3070Ti 8Gb
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Win10/Linux Mint 16Gb 4th Gen Intel i5 4570 3.2GHz, Nvidia GeForce GTX 1050 2Gb
macOS 32Gb Apple M2Max
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Spectrum Next 2Mb

Alienhead

#29
Rev. 5 - Nuclear Winter

Complete with sound, ash and debris flying about.

Full spectrum scatter shader with 1 noise mask.. No compute shader needed !  Runs smooth as silk on PC but webgl does not support threading so the scattering happens on the main thread - not the best solution.  I'm considering converting this project over to desktop while I'm still learning Unity then do something 'webgl serious' later on.

   

Nexy up, dust and glitter - wind gusts along the terrain base line only.. That should really give it a nuke-winter look.