![kompetenzzz make visuals great again kompetenzzz make visuals great again](https://cdn01.dailycaller.com/wp-content/uploads/2018/07/TtdBTgcN-e1530911096547.jpg)
Unfortunately the way I was using inher didn’t play nice with unity inspector.
#Kompetenzzz make visuals great again code#
My first attempt worked great and code made sense and was a small and easy to maintain and extend. Specifically so I could not have to create custom animations for things like moving/flickering lights in the scene I’m working on. to generate dynamic anim curve style data. I wanted to be able to chain together and merge different patterns and randoms etc. This is done by creating a custom editor window.
![kompetenzzz make visuals great again kompetenzzz make visuals great again](https://media.npr.org/assets/img/2015/10/24/donald-trump_wide-c26f5b0e6ccefb57532f777125324163907365a3.jpg)
Also I wanted to have both sliders and numbers showing for float ranges.Īlso created a simple light ramp and gradient ramp texture creator (the yellow and blue ball above is using a dual colour ramp shader) so I didn’t have to keep going back n forth to photoshop etc. here lightramp textures are not shown as they are not turned on, same with occlusion strength. Next up was a custom material inspector for the shader, just so it can hide properties that aren’t being used, eg. In any event I like the way it looks, it makes everything appear much richer instead of washed out. The early results are interesting, its kind of a very local faked GI or PRT. So I have a first draft coloured AO in the shader and a node to generate it from diffuse, ao and height in Substance Designer. I was talking to Tony at work about what I’d been messing with and he mentioned that it really bugged him that AO was always grey scale.
![kompetenzzz make visuals great again kompetenzzz make visuals great again](https://i.ytimg.com/vi/bbCf638qOjg/maxresdefault.jpg)
#Kompetenzzz make visuals great again mac#
This simple sample scene is running comfortable at hunders of frames even on my mac air. Considerably less total gpu ram usage and runs faster, few things that were previously floatx and how just single floats and things that used to be separate samples are now just swizzles. It’s more optimised, previously it was just using a separate texture for each map, now its all packed in channels. I’ve updated the shader in a bunch of ways. It just wasn’t going to work out this year. Numerous people told me GCAP is probably what I actually wanted to go to and their not wrong. Got to see lots of panels with indie devs and talk to them on the show floor. Being in the bigger venue meant we could actually get to panels without waiting multiple hours in the cold and rain. So there’s not as much to report as I would like but here’s the highlights. I’ve been knocked out a bit with a cold/flu thing and PAX.