Elliot B (@drbentine) header
Elliot B (@drbentine) profile picture

Physicist, RAE Enterprise Fellow, medtech . ex(cold atoms⚛️, postdoc at @ox_ultracold). programmer & game dev 💾🎮; #ProPixelizer for Unity; (he/him)

Oxford
Joined January 2020
Photo by Elliot B (@drbentine)Photo by Elliot B (@drbentine)Photo by Elliot B (@drbentine)Photo by Elliot B (@drbentine)Photo by Elliot B (@drbentine)Photo by Elliot B (@drbentine)Photo by Elliot B (@drbentine)Photo by Elliot B (@drbentine)Photo by Elliot B (@drbentine)Photo by Elliot B (@drbentine)
ProPixelizer for #unity3d's next update allows you to combine appearance and outline materials into a single uber material. Here's it in action, rendering a 3D object as #pixelart. #madewithunity
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For ProPixelizer's next big update, one new feature I'm working on is better outlines: edge detection and outlines that respect dither and color palette settings if you want them to. All controlled through ShaderGraph and per object. #madewithunity #pixelart #unity3d
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ProPixelizer for #unity3d's next update allows you to combine appearance and outline materials into a single uber material. Here's it in action, rendering a 3D object as #pixelart. #madewithunity
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#ProPixelizer is currently 50% off in the asset store sale, with plenty of options for dithering and color grading to make #pixelart in #unity3d from 3d models in realtime!
Replying to @drbentine
After seeing some images from @MrmoTarius that used ordered dithering, I spent some time this weekend seeing how it looks.
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#ProPixelizer is currently 50% off in the asset store sale, with plenty of options for dithering and color grading to make #pixelart in #unity3d from 3d models in realtime!
Replying to @drbentine
After seeing some images from @MrmoTarius that used ordered dithering, I spent some time this weekend seeing how it looks.
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Really enjoyed seeing everyone at @AION_Science at oxford this week, here's @UltracoldTiff and myself paying a visit to our old BEC machine!
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For ProPixelizer's next big update, one new feature I'm working on is better outlines: edge detection and outlines that respect dither and color palette settings if you want them to. All controlled through ShaderGraph and per object. #madewithunity #pixelart #unity3d
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Incase someone enjoys it - here's a sci-fi space battle in #unity, using the #dots ECS framework. It simulates waves of different ships, with different equipment, weapons, shields. #madewithunity GitHub: github.com/ElliotB256/ECSCom… youtube: youtube.com/watch?v=S2RJfbJl…
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Features include: * effectiveness calculations for attacks based on range * evasion - so faster ships are hit less often by less accurate weapons * weapons and engines can be disabled by damage (so you might see some ships start to limp after a few hits!) * different AI behaviors
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ProPixelizer v1.5 released! Bug fixes, render scale support and new tools for dithers, palettes and animations. Feedback welcome :) #pixelart #madewithunity #ドット絵
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(Above: a ninja from the @SyntyStudios POLYGON samurai pack and a stepped animation created from sprint in Basic Motion by @KevDev3D)
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I like this one too!
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I've been experimenting with #shaders to make shallow puddles in #unity3d using #shadergraph. In this case, the appearance of the water is mainly reflective rather than refractive. 🧵
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To create the ripples, we make a signed distance field by rendering from below and masking a range of depth values. These are used as seed points for a jump flood algorithm (I used the version from @bgolus' tutorial bgolus.medium.com/the-quest-…)
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The resulting texture gives me white areas where a mesh intersects the (shallow) water, black areas where it's clear, and a linear [0,1] in between. This is perfect for a distance coordinate in a sine wave. I add some time to the phase to make the ripples spread out.
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