aarthificial / pixelgraphics Goto Github PK
View Code? Open in Web Editor NEWA collection of pixel art visual effects
License: MIT License
A collection of pixel art visual effects
License: MIT License
Library\PackageCache\com.aarthificial.pixelgraphics@dbe057a\Runtime\Forward\VelocityRenderFeature.cs(38,13): error CS0619: 'ScriptableRenderPass.ConfigureTarget(RenderTargetIdentifier)' is obsolete: 'Use RTHandle for colorAttachment'
Moving the camera mess with the velocity texture. Any advice?
Hi I would like to report a bug I experienced while using a sprite from a sprite sheet as main texture. The resulting bug is as follows:
The first row of sprites of the sprite sheet are ok, but from the second row onwards the grass sprites start showing some pixels up top like showed in the first image.
Now the strange part is when the bushes start the problem goes away again, so probably not only related to the rows of the sprite sheet that I am using as main texture. Like you can see in the next images / gifs:
Sprite Sheet
OK Bush
Not OK Grass from second row of the sprite sheet
That's about it, all the other functionalities are working just fine.
Hello, I'm having a problem where as long as I have the VelocityCamera component in my camera, the cinemachine confiner extension doesn't work at all. I really like the foilage shader and need the velocitycamera for interactive grass and it's hindering development; so a reply would be sincerely appreciated.
As always, have a good day!
Works fine with a Universal Renderer (previously known as Forward Renderer I guess).
Wondering if anyone knows how to get around this? I'd love to use this with a 2D renderer but there's no "Transparent Layer mask" option for 2D renderer
Currently the only thing I've figured out is to set the sorting layer below everything else like and just hope I always have something in the background to make sure the emitter sprite is covered.
>>> this is my trees sprite screen shot
>>> this is my secondary texture screen shot
>>> this is the screen shot when i use the pixel graphic/folliage/grass_pixel_art_shader
!!Click Here To View The Bug!! >>> this is the video that shows all the bug
please help :)
Shader error in 'Hidden/PixelGraphics/Velocity/Blit': Couldn't open include file 'Packages/com.unity.render-pipelines.universal/Shaders/Utils/Fullscreen.hlsl'. at line 45
I have another custom Render Pass and the velocityCamera script doesnt seem to work anymore when having my render feature active.
I tried the RenderFeature since Render Features now exist for 2D, but it doesnt work at all. Preview is giving me just a black screen.
I apologize if this was mentioned somewhere but does this only work with Orthographic camera?
I use perspective camera for the parallax effect and I was wondering if this could be modified in some way to work with perspective camera, didn't know where else to reach so I figured I'd create an issue
Issue Error Log:
You can only call cameraColorTarget inside the scope of a ScriptableRenderPass. Otherwise the pipeline camera target texture might have not been created or might have already been disposed.
UnityEngine.Rendering.Universal.ScriptableRenderer:get_cameraColorTarget ()
Aarthificial.PixelGraphics.Forward.VelocityRenderFeature:AddRenderPasses (UnityEngine.Rendering.Universal.ScriptableRenderer,UnityEngine.Rendering.Universal.RenderingData&) (at ./Library/PackageCache/com.aarthificial.pixelgraphics@5d5d2dab89/Runtime/Forward/VelocityRenderFeature.cs:38)
UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&)
Recently came across your channel and loved your foliage video. The thing is though, the "grass_pixelart_shader" turns my grass sprite invisible. The "grass_shader" works fine however. I am in
I did as the video said, Create New Material. Change it's shader to "grass_shader" or "grass_pixelart_shader". Place either one into the object you want.
What would the solution be?
This is my pixel perfect camera if that helps. I don't want to upscale because my other sprites lose quality with it on.
Ok, as some users have been having this issue, I thought I'd give it a go and I think a found a solution.
If you have an orthographic camera, all is good:
Now, if you use perspective, then this weirdness will happen:
After some fiddling, here's my fix, on perspective mode:
So, what changed? Basically, after dumping some values, I noticed the values for _originalCamera.projectionMatrix
had a very noticeable difference between two camera modes. Like, in ortho you have tiny values like 0.09
, while in perspective, this number was the same, but with less zeros (ie 0.9
), so I kinda added this zero back, and all is good.
Basically the fix would be replacing this line:
cmd.SetGlobalVector(ShaderIds.CameraPositionDelta, screenDelta * 0.5f);
... for this one:
cmd.SetGlobalVector(ShaderIds.CameraPositionDelta, screenDelta * 0.05f);
I tested different camera Z positions, FOV values and all seem to be working fine, but needs more testing.
If anyone is happy to further test or have the definitive fix, feel free to contribute. Hope this is useful for someone as it is for me!
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.