UnityToonShader
bevy
UnityToonShader | bevy | |
---|---|---|
15 | 574 | |
836 | 32,745 | |
- | 3.2% | |
0.0 | 9.9 | |
over 5 years ago | 4 days ago | |
ShaderLab | Rust | |
The Unlicense | MIT OR Apache-2.0 |
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UnityToonShader
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Announcing bevy_toon_shader 0.1
I adapted it from this super neat tutorial in Unity, it was my first time writing anything of substance in wgsl :)
- Can someone help me with cell shading
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URP Toon Shader in the Shader Graph or Amplify Shader Editor?
since noone seems to know how to do that in URP with the latest version, all the ones i've found are outdated, look awful, or both, I tried going to SRP. this is the exact effect, I created a SRP scene, and it worked.
- How to learn to write shaders?
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Spent nearly two weeks in "Shader Hell", but I think the results are worth it! Finally nailed the "cartooney" effect I was going for (Broom model is still a work in progress)
The cel shading was a lot more straightforward than the outline. I followed Roystan's tutorial found here.
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Genuine question here, but imagine you're a game developer. Is there any story/QoL/gameplay feature that exists in any pokemon game in the last 15 years that you would look at and go "that's really cool, I'd like to do something like that in the next game I make".
Other things - lighting and texturing. I’m actually slightly colorblind and have a bad grasp of environment art, so I can’t speak intelligently about what went wrong with the PLA environments, but I have major gripes with the character shaders. They’re two-toned toon shaders, which is cool, but there’s no rim lighting - something that makes toon shading look a whole lot better. Check out this tutorial on recreating BOTW’s toon shader. That rim light is not there on PLA’s characters, which is why they look drab af. Also - the lighting is super weird, shaded parts of characters are really dark but the lit parts are bright as hell. White textures shouldn’t appear as #FFFFFF in the end result, that’s called being burnt out/blown out.
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Last year, I made a toon shader inspired from the artstyle of the game 'Sonic Riders'. You can check it out on my Github!
The tutorial I used to set a basic toon shader.
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How easy is cel shading?
Roystan has created some cool and easy tutorials creating shaders in unity: https://roystan.net/articles/toon-shader.html
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Pokémon LoA | Pokémon Presents Official Gameplay Trailer & Information
Here’s a breakdown of BotW’s toon shaderthat helps to illustrate this. For what they’ve shown in this trailer, they seemed to have stopped at step 2 of 5.
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Question regarding my depressing career
shaders are effectively applied math. I mean, here's an example article showing how to build a toon shader: https://roystan.net/articles/toon-shader.html
bevy
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Voronoi, Manhattan, random
Bevy. A very young engine where you need to write the game entirely in Rust—that was appealing. But fatal flaws overshadowed everything: no editor, the engine brutally enforces the ECS approach, and the game's architecture must literally bend to fit this paradigm. So, you won't migrate to another engine at all—you just throw away all the code and start from scratch.
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Web Game Engines and Libraries
Missing one of the best choices as long as "maturity" isn't on the top of your list: Bevy - https://bevyengine.org/
Game engine written in Rust, leveraging ECS in almost every place and way, with a really capable WASM export option. Wrestling ECS for the first time might take you some time, but in my experience helps you keep game code as clean and decoupled as game code could be.
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3D and 2D: Testing out my cross-platform graphics engine
I don't see WASM/WebGPU changing anything when it comes to gaming, as an industry, personally. 3d visualizations and interactive websites? Yeah definitely a nice improvement over WebGL 2, if years late.
WebGPU is pretty far behind what AAA games are using even as of 6 years ago. There's extra overhead and security in the WebGPU spec that AAA games do not want. Browsers do not lend themselves to downloading 300gb of assets.
Additionally, indie devs aren't using Steam for the technical capabilities. It's purely about marketshare. Video games are a highly saturated market. The users are all on Steam, getting their recommendations from Steam, and buying games in Steam sales. Hence all the indie developers publish to Steam. I don't see a web browser being appealing as a platform, because there's no way for developers to advertise to users.
That's also only indie games. AAA games use their own launchers, because they don't _need_ the discoverability from being on Steam. So they don't, and avoid the fees. If anything users _want_ the Steam monopoly, because they like the platform, and hate the walled garden launchers from AAA companies.
(I work on high end rendering features for the Bevy game engine https://bevyengine.org, and have extensive experience with WebGPU)
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What Are Const Generics and How Are They Used in Rust?
I was working through an example in the repo for the Bevy game engine recently and came across this code
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WebAssembly Playground
That's possible. I did spend quite a bit of time tinkering with compiler flags, and followed the recommendations.
Some notes I found just now seems to agree with my results, though: https://github.com/bevyengine/bevy/issues/3978#issuecomment-...
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Immediate Mode GUI Programming
I cannot recommend immediate mode GUI programming based on the limitations I've experienced working with egui.
egui does not support putting two widgets in the center of the screen: https://github.com/emilk/egui/issues/3211
It's really easy to get started with immediate mode, it's really easy to bust out some UI, but the second you start trying to involve dynamically resized context and responsive layouts -- abandon all hope. The fact it has to calculate everything in a single pass makes these things hard/impossible.
... that said, I'm still using it for https://ant.care/ (https://github.com/MeoMix/symbiants) because it's the best thing I've found. I'm crossing my fingers that Bevy's UI story (or Kayak https://github.com/StarArawn/kayak_ui) become significantly more fleshed out sooner rather than later. Bevy 0.13 should have lots more in this area though (https://github.com/bevyengine/bevy/discussions/9538)
- A minimal working Rust / SDL2 / WASM browser game
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ECS, Finally
I've also been enjoying building My First Game™ in Bevy using ECS. The community around Bevy really shines, but Flecs (https://github.com/SanderMertens/flecs) is arguably a more mature, open-source ECS implementation. You don't get to write in Rust, though, which makes it less cool in my book :)
I'm not very proud of the code I've written because I've found writing a game to be much more confusing than building websites + backends, but, as the author notes, it certainly feels more elegant than OOP or globals given the context.
I'm building for WASM and Bevy's parallelism isn't supported in that context (yet? https://github.com/bevyengine/bevy/issues/4078), so the performance wins are just so-so. Sharing a thread with UI rendering suuucks.
If anyone wants to browse some code or ask questions, feel free! https://github.com/MeoMix/symbiants
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Intel CEO: 'The entire industry is motivated to eliminate the CUDA market'
These days, some game engines have done pretty well at making compute shaders easy to use (such as Bevy [1] -- disclaimer, I contribute to that engine). But telling the scientific/financial/etc. community that they need to run their code inside a game engine to get a decent experience is a hard sell. It's not a great situation compared to how easy it is on NVIDIA's stack.
[1]: https://github.com/bevyengine/bevy/blob/main/examples/shader...
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Trying to write a game with mods loaded at runtime
This is the API you need: https://github.com/bevyengine/bevy/pull/9774
What are some alternatives?
Toon-Shader-Sonic-Riders - A Toon Shader made in Unity 2021 inspired from the artstyle of the game Sonic Riders.
Amethyst - Data-oriented and data-driven game engine written in Rust
ToonWaterShader - Source code for Toon Water Shader tutorial for Unity. Renders and animates toon-style waves from a noise texture and generates shoreline foam based off the depth buffer.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
Fyrox - 3D and 2D game engine written in Rust
piston - A modular game engine written in Rust
RG3D - 3D and 2D game engine written in Rust [Moved to: https://github.com/FyroxEngine/Fyrox]
specs - Specs - Parallel ECS
ggez - Rust library to create a Good Game Easily
raylib - A simple and easy-to-use library to enjoy videogames programming
macroquad - Cross-platform game engine in Rust.
gdnative - Rust bindings for Godot 3