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[7/7] Then, you just have to add some parameters to choose outline color, its thickness (so colorSamples values will be values of pixels to distance from current pixel = thickness)
[5/7] Step 3 : Your "vertex color" rendering has to be saved in a temporary map (it will be managed automatically by unity with URP/HDRP, but I need to do it myself with my custom render pipeline of course), so you can use it in a post effect pass.
Here is the map I get ⤵️
[1/7] #quicktutorial : Outline PostFX with vertex color in #Unity3d (so better outline control than playing with depth/normals/color params) ! #unitytips
How to get this? ⤵️
@Noddus_ Je n'ai pas joué à bcp de jeux multi gamin, mais ils font clairement partie de mes meilleurs souvenirs. De la à dire qu'ils me définissent, je pense passer trop de temps sur des jeux solos !
Par contre RRT-4 m'a clairement fait prendre conscience de la musique dans le JV ❤️
Animations made with #blender, while looking myself in a mirror 👌🏻
#gameart #animations
First, I worked on interaction system. It's ready but not used yet. I'm still working on interactions aspects regarding kind of interactions they are.
#gamedev #workinprogress
Well I was finally too impatient and could not wait until next week for testing a first iteration of interaction appearance! :)
#madewithunity #gamedev #indiedev