Lighting shader for objects. The light is just a sprite; the shader checks if it’s in front or behind and adjusts brightness. The shadow is a sprite too. The tree is flat, of course
#pixelart#ドット絵#unity#ShaderGraph#indiedev
Good question. The post-effect part of the rain is split into three layers with different panning speeds. It’s not perfect in slow motion, but at full speed it looks good enough to me
Hello, #MeetTheDev! I am Alexey
I've been in the industry for more than 8 years and had to make a bunch of shitty match3 games. But now I'm working on something much darker called #Inmost
Spent a few weeks rewriting everything from HDRP to URP.
Now I'm getting 55–60 FPS (bet I can do 80) on the SteamDeck — with over 600k tris on grass, unlimited point lights, and *almost* volumetric fog made from scratch as a post-effect
#unity3d#shadergraph#gamedev#vfx