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Assets production pipline with Houdini Indie and Unity3D. Also fake blending technic is described. InCell VR is an explorational game with strategy and racing elements designed for VR devices. It’s also playable without VR device on Windows, Mac and Linux
Blending object with Cubemap (sky)
Pros:
Doesn't blend with backbuffer (fast)
Very few additional instructions in shader
Additional fog layer possible (opaque -> fog -> skycube)
No sorting required (because not possible)
Very similar to alpha blending giving smooth results
Cubemap can be reused for specular reflections in same shader
Simple to setup and configure Cons:
Sorting not possible (objects look translucent but can't see through them)
Looks convincing only if geometry doesn't overlap or objects appear fast enough for the user not to notice
float3 color = LightUp(); float3 fog = texCUBE(_SkyBox, eye).rgb; color = lerp(color, fog, linz);
http://www.youtube.com/watch?v=P05DJAZkvEM
InCell VR (available on Steam) is an explorational game with strategy and racing elements designed for VR devices. It’s also playable without VR device on Windows, Mac and Linux. Here how it's looks like:
Feel free to ask any questions and write to [email protected]
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