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@Worthless_Bums @ChurchOfCordite And of course a Hammer variation, because you cant have Hammergrind without hammer.
I also made a simple example Unity scene of how to adjust shader properties via UI events. Hopefully it's helpful to somebody - have at it!
https://t.co/fqOgiXGJFm
Downscope regularly and stay healthy! A downscope a day keeps the insanity away. Have you downscoped recently?
"When a feature comes along,
you must cut it.
When something's going wrong,
you must cut it.
Now ship it!
...It's not too late,
to ship it,
Ship it good."
A teleport dissolve, stolen straight from Breath of the Wild and delivered to Unity ...because why not pilfer the tastiest morsels from such a mouth-watering visual banquet?
@MarkyMarg2 Eww, that's weird. I wonder if it has anything to do with them being used to a first person camera character, not needing to worry about how that looks, and then trying to wrangle that character rig into third person?
@ALWyvern It was this desktop widget thing that slowly filled up your screen with sheep and they'd start walking around and falling off windows and generally doing sheepy shenanigans.
Here it is with less texture, more sketch-ure. I'm starting to think that shadows should always be filled with screenspace *something*, because that's a very pretty thing to do to shadows.
After splitting a HUGE world (Many Fillions of kilometres) into multiple scaled cameras, you can blend with depth to get a LoD fade in effect. Here's a quick one with dither, but smooth transparency should work too via post-process compositing.