Max (@coldmath1) header
Max (@coldmath1) profile picture

Posts on unity, unreal, game dev, and random hobbies. Active on the unityforums.

Joined June 2018
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In 2023.2, #unity3d HDRP's volumetric clouds will look much better due to improved self-shadowing, now utilizing beer shadow maps. The same self-shadow technique used for volumetric clouds in Horizen forbidden and unreal engine. #indiedev #gamedev #graphics
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Quiet Beach😁 Using unity's HDRP #unity3d #indiedev #gamedev #blender
#unity3d will soon release a github project around the new HDRP water. It's intended to be used as an easy way to understand how the new water feature works, how to create custom shaders for it with Shadergraph using the new water nodes. #gamedev #indie Sneak peek:
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Look at that flowing water! This scene was made in unity with HDRP, using built-in volumetric fog, shadows, SSGI, volumetric clouds and tons of post processing magic. Oh and the object terrain blending highlighted in my previous tweet! #unity3d #gamedev #MadeWithUnity
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Today I'm announcing the launch of a new #shader tutorial series for #Unreal5 and #Unity! Here's my announcement video. Check it out! youtu.be/PvDW0ENjQb0
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From the Unity projects, Book of the Dead was the last one that used the Built-in Render Pipeline in the beginning, before switching to HDRP. This is one of the very early tests from 2016
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In #Unity 2022.2Beta, you can use #ShaderGraph to can access full screen buffers to create custom post process or custom passes like edge detection, night sky, nigh vision, objects highlights... Check the "Fullscreen samples" in the #HDRP package manager samples.
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HDRPの練習☁
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Using Unity's High definition render pipeline. Expanse for clouds and fog, KWS for the water system. #unity3d #gamedev #Rendering #graphics #HDRP #MadeWithUnity #IndieDev
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V Rising just launched and it uses HDRP! #MadeWithUnity #HDRP #unity3d
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With #Unity 2022.2.a14 and #VFXGraph, we gathered your feedback and improved some aspects of the Skinned Mesh Renderer Sampling. For instance, you can now retrieve the position velocity directly in Sample Skinned Mesh operator, other enhancements in🧵#ProgrammerArt
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I really hate being critical of Unity. I truly want the company and product to be successful. I worked there for a significant part of my life because I believed that it was the best place to have a positive impact on the industry.
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You know all the problems that Unity ships with now? That's nothing compared to the amount of things that these production teams found, reported, and had fixed before Unity releases actually shipped. I do not have high hopes for the stability of releases in the upcoming years.
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Also the team that made github.com/Unity-Technologie… which was the first step to get real-world mileage for DOTS has been axed. I spent a year working with that team when I was at Unity, and it was invaluable feedback that team brought to the R&D.
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You know how everyone says that Unity needs to make their own games to feel the pain of actually using their own product. Well guess what...
This project that Unity debuted this year, aimed at improving users' knowledge of Unity, improve tooling, level up creator skills, that was fun and inspiring, that a lot of people were looking forward to? Everyone in that team picture has been fired. unity.com/demos/gigaya
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Just playing with Ray tracing on @unity My PC was flying with those amazing shadows 😅 #madewithunity #gamedev #3dart
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Unity上で色んな絵のタッチを再現できないかと、リアルタイムスタイル変換が可能なニューラルネットワーク推量エンジンBarracudaというのを動かしてみた。(左下が元の学習画像) 面白い絵が作れるけど学習済みモデルの作り方は結構勉強しないと難しそう… #Unity blog.unity.com/ja/technology…
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Some more work on this thing, made from scratch in Dreams on my PS5. Inspired by the beautiful Unreal Engine 5 train station that I'm sure most of you've allready seen 😍 #MadeInDreams #UE5
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I'm going to steal a page from @aras_p's book and celebrate the release of Unity 2022.1 by calling out some changes I can meaningfully comment on and by letting you know what I've been up to for that release. Changelog here: unity3d.com/unity/whats-new/…
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