I want to know if there is a easy way to have the skybox draw over a gameObject, kind of like if the block is transparent but it also hides everything behind it. I'm a bit new to Unity so I don't know how to script shaders but I am pretty good at shader graphs. Anyone have any solutions?
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I have a really peculiar question. I want to deteriorate the graphics in Unity of just a part of the screen. For example, if I'm playing a game with the screen split in two, one player can be playing with ultra graphics and the other, low ones. Is there a simple way of doing this, like setting the graphics quality on each camera? Thank you so much for your help!
I don't imagine and easy way to do that.
Graphics are the conglomerate of multiple things (at least for me); the number of polygons of an object, the size of the textures, etc.
So the only thing I know you can do, is to duplicate the scene (like if you are making and on-line game) and load this duplicate scene with different materials, models and textures on one player scene. Then synchronize the rest of the scene, so both players are looking the "same" scene.
Also you can "deform" the image, with shaders or camera filters, like a Blurr effect! But this won't really affect the "graphics".
I don't think that's currently possible. The game would have to render the same objects on 2 different ways, but that's just not possible in a good-performance scenario. You could very simple use prefabs with a lower quality on one of the screens or images with a lower resolution in the UI.
Do you really need this for your game? If u do some changes in the quality settings or change your game core mechanics, maybe the performance becomes good enough to skip this.
I wanted to make an Outline shader, but only achieved the following. Works perfectly exclusively on the sphere. And in Cuba, it hardly works at all. Who have to use the Shader Graph, please help!
I tried to recreate your shader, do you have the correct shader type?
the effect that you're creating there is going to put an emission on faces that are a certain angle. it does not work to create an outline shader in the shader editor. here is a youtube tutorial to create the type of effect that you're trying to achieve https://youtu.be/SMLbbi8oaO8
Old post, but I have found a very easy way to do a simple outline shader. This is in the newest version of Unity (Unity 2022.1.0b14.2951).
Here's the graph:
Here are the settings:
And here are the results:
It starts to show its negative qualities when two outlined objects intersect, however.
I started working on a simple game engine and I'm trying to implement some 3D objects.
I have the basics, a simple test shader, but for some reason, the texture always appears as black. I rewrote everything once already, the problem is still there. I don't know what I'm doing wrong, I'm very much a beginner when it comes to graphics and OpenGL.
The running project is Game. In GameEngine there is the Mesh code, Shader and Texture2D.
Here is my GitHub repository: ChronosEngine
Edit:
Code is now fixed.
I didn't actually read your Code, but usually the issue you describe is caused by a missing light source. Try to apply some light and it might work.
Im developing a game like "bubble-bobble". So far I have done physics and collision detection.
Now I want to make my Hero (Rectangle Sprite) animated. I would be glad if someone could explain simple scripting for simple animated characters or some nice links for animation.
The XNA Documentation includes an entire article on Animating a Sprite. The basic technique is to use an AnimatedTexture class, which is included within the Animated sprite sample code.
The high level idea is that you load a texture into memory using a graphics API. Since you're using C#, this is most likely done through XNA.
This texture you have loaded contains each frame of animation that is required, and may span across multiple textures. When you go and render your 'sprite' object, you pass the XNA API the texture you want to use, and a source rectangle coordinates that surround the specific frame of animation you want within that texture.
It's up to you to manage this process. I create tools that assemble these source rectangles and stores meta data about each specific animation each sprite has; like which rectangles, and the duration of each frame, etc.
I'm planning to draw these shapes in WPF. It's for an educational software.
What idea's do you have in how to implement these cubes and views?
I was planning at the beginning starting using canvas and draw, but I guess it will be become eternal. So I supposed if exists some library to help me drawing them?
The ability to draw 3D shapes (such as cubes) and render them from different angles is built right into WPF. From the look of your cubes, you're going to want an orthographic camera, rather than a perspective camera, because the lines composing your cubes are parallel.
You might also find the Petzold.Media3D library helpful, because it has objects like cubes built in (you don't have to write your own algorithms to build them).
Finally, you might this primer helpful in getting started with WPF 3D.
Once you have some idea of how to use 3D, it will just be a matter of putting cubes in your scene at the proper locations and positioning the cameras properly for viewing the cubes. You will probably want to keep reusing the same four camera positions: one for the "3D view", and one each for the top, side, and front views.
This should be a lot less work than trying to draw the cubes using 2D.