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Well, the best news is that I managed to find an implementation of Texel Space Shading. This shader allows the same lighting value to be used for the entire texel. It sounds strange, but it's easier to show it once than to explain it a hundred times (here is a visual comparison). This way you can preserve pixel art, but still use light, which means the walls won't be flat and the signs will glow. Another interesting thing I discovered in Unity is VFX. It would seem - nothing special, but this technology allows you to make sufficiently high-quality effects for pixel art, if you round off the particle size and location to the desired values - in the end we will get the generated pixel effect (vfx is noticable at comparison video). That's all for now. At this stage, the project is open, the link to the repository at github.
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InfluxDB
InfluxDB high-performance time series database. Collect, organize, and act on massive volumes of high-resolution data to power real-time intelligent systems.
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Gruid Repository
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Hm, does this help: https://github.com/realgamessoftware/dear-imgui-unity?
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See the code on github