So, back in august I already noticed issues with #Intel chips because of their older #GLSL version. The culprit was this bit (simplified):
for(int i = 0; i < NUM_SHADOW_CASCADES; i++)
CalculateShadow(_shadowMap[i]);
_shadowMap is a so-called texture sampler. GLSL 3.30 does not allow indexing texture samplers with non-constant values, so I had to unroll the loop like this:
And now - as it turns out - this specific driver implementation also doesn't support passing a texture sampler as a function parameter, because it works totally fine when I do this:
So I had to define three separate copies of the exact same function, just to access the different shadow maps. God fucking dammit Intel. At least TELL ME.
Procedural water streams are much harder than paths. 😅
The look of the water itself is getting better (and I have yet to implement transparency/refraction - and sound!) but the gullies the water runs in look pretty wrong and artificial for now... #ProcGen
I've been implementing water transparency and improving the foam the past two days. I had a breakthrough when I realized that foam starts out crisp and then diffuses out into a creamy blur. #ProcGen#Shaders#GameDev#unity3d
idk how anatomically correct it is but i did it!
i made my first still beating heart!
material is animated. it's nice & flexible too... like you can change the color and roughness of the flesh so the same texture can be used in other... fleshy cases.
yay for 3d horror elements!
#GameDev #GameArt #Horror #UnrealEngine #Blender3D #Blender #B3D #Shaders #IndieGameDev
[A video panning around a 3D heart. The heart is slightly beating and looks fleshy. It's very disturbing. There are veins all around it... It looks relatively anatomically correct. The video starts from inside the heart and than pans out, and circles around it.](https://files.mastodon.social/media_attachments/files/111/184/661/057/433/781/original/5885bcca89cfedcb.mp4)
Are you making a low resolution game, but using some modern shaders to apply fancy effects that would have taken superhuman brainpower to do if we were actually writing for the old consoles?
Do your shader effects look... out of place? Like, they're happening at a higher resolution?
Do you want an easy way to "snap" your shader's pixels to your game art's pixels? This is the thread for you?
along with other things, i got a procedural "unspecific fleshy organic meat material" done today.
it actually balances well between appalling and morbidly fascinating.
i'm proud of it!
yay for horror materials on 🥳 halloween month 💀
#GameArt #Shaders #Blender #B3d #IndieDev
[a screenshot of a fleshy looking material with lighter pieces bulging out of dark red areas. there are darker patches that look like veins running through the lighter areas. it looks unspecific and could also just be polished red rock. either way it's fittingly gross.](https://files.mastodon.social/media_attachments/files/111/180/828/240/308/310/original/7dff66a6131f8b6b.png)
[another screenshot of a fleshy material. it looks very meaty.](https://files.mastodon.social/media_attachments/files/111/180/828/562/096/635/original/7151f387aff870b7.png)
Just for giggles, I made my own live shader editor using #godotengine. It works great, however, I have no idea how to access the errors the shader compiler generates. So if something fails, I just show a horse. LOL. If anyone knows if accessing that info is possible, please let me kno. #shaders#screenshotsaturday
one thing you did not expect to see today is a 2012 #Thinkpad doing #raytracingwith no GPU. This is an actual ingame screenshot. Screen space global illumination is a cool thing afterall.
big moment! got all the assets for the center of the open world, the neighborhood, placed! all the houses, trees, grasses, details... it's beautiful too. just tweaking some of the performance now (making sure all LOD's are setup and stuff)...
i'm so proud of this space. the rest of the open world areas are all full color and bright... then the Post Processing effect for this area suddenly makes it all dark and night-like. turned out perfectly!