Posts by mrf@mastodon.gamedev.place
 (DIR) Post #AbuBVnubTSvHcVs9uC by mrf@mastodon.gamedev.place
       2023-11-17T15:50:24Z
       
       1 likes, 0 repeats
       
       Meanwhile I'm finishing my mesh decal system... this time it also has a fully GPU runtime implementation! I'm going to release it a separate asset, see thread: https://forum.unity.com/threads/bakery-decals-does-anyone-need-this.1373097/
       
 (DIR) Post #AbuBVpvjyD1LscQ5xI by mrf@mastodon.gamedev.place
       2023-11-17T15:51:56Z
       
       0 likes, 0 repeats
       
       GPU decals are pretty fast to spawn, so you can even do it every frame...
       
 (DIR) Post #AbuBVsIr9EhREtFaGO by mrf@mastodon.gamedev.place
       2023-11-17T15:52:31Z
       
       0 likes, 0 repeats
       
       Looking at this, I also decided to implement a special "trail" mode for things like tire tracks!
       
 (DIR) Post #AbuBVuPfItKnmaS39c by mrf@mastodon.gamedev.place
       2023-11-17T15:53:24Z
       
       0 likes, 0 repeats
       
       Something that I should perhaps also mention: lightmaps are a first-class citizen in this system, meaning your decals will always get correct baked lighting from surface underneath.
       
 (DIR) Post #AbuBVwZJI0EoT4ymSu by mrf@mastodon.gamedev.place
       2023-11-17T15:55:38Z
       
       0 likes, 0 repeats
       
       Decals are completely mesh-based. Once they're generated, you're basically just drawing a batched mesh with alpha-blending (or without if it's opaque). Meshes can be serialized, optimized, combined, etc, as usual. No need for full-screen DBuffers or having all your materials to know about decals.
       
 (DIR) Post #Ac1jScalrUZQBvyApk by mrf@mastodon.gamedev.place
       2023-11-21T09:20:28Z
       
       2 likes, 0 repeats
       
       Decal normal mapping (tangents generation) and skinning (currently CPU only, but fast enough) are finished and tested (don't mind the broken bounding box, it's fixed already)
       
 (DIR) Post #Ac23aa5B4fZjoAGTnE by mrf@mastodon.gamedev.place
       2023-09-22T14:49:18Z
       
       1 likes, 0 repeats
       
       Dark alleys (hopefully not too dark for your monitor...)#gamedev #indiedev Edit: gamma fixed!//...it appears Mastodon fucks up screenshot gamma, it's like they have pow(color, something) on top! The dark corners are now pitch black. Twitter imgs are fine. Any tips on non-broken img uploading here?
       
 (DIR) Post #Ac5khe0vjb1bX1lwvI by mrf@mastodon.gamedev.place
       2023-11-23T07:58:40Z
       
       1 likes, 0 repeats
       
       Accidental decal blending bug...
       
 (DIR) Post #AcHB5fygor8c7TP4Pw by mrf@mastodon.gamedev.place
       2023-11-21T10:40:05Z
       
       0 likes, 0 repeats
       
       A bit more of that normal-mapped decal testing
       
 (DIR) Post #AcHB5gwxCnLN8NbCLo by mrf@mastodon.gamedev.place
       2023-11-28T20:16:40Z
       
       1 likes, 0 repeats
       
       Having fun making example scenes for the decal system ๐Ÿ˜…
       
 (DIR) Post #AcHBYimZTGZDDQaK4O by mrf@mastodon.gamedev.place
       2023-11-28T20:20:43Z
       
       2 likes, 1 repeats
       
       Also made drifting fun in my game! (skidmarks exaggerated)
       
 (DIR) Post #AcLW1BDC8k3nDBj0yG by mrf@mastodon.gamedev.place
       2023-11-30T21:33:20Z
       
       0 likes, 0 repeats
       
       I don't know how exactly Unity is translating HLSL to GLSL when compiling for Vulkan, but this error really puzzles me... did anyone encounter anything like this?I'm passing SV_PrimitiveID to GS and then writing it into emitted vertices... it stays unsigned everywhere
       
 (DIR) Post #AcarIMDqMYVXI6hV8C by mrf@mastodon.gamedev.place
       2023-12-08T08:08:09Z
       
       1 likes, 0 repeats
       
       So in the end, the problem was just me trying to use the SV_PrimitiveID semantic to pass the ID from GS to PS... Vulkan didn't get it. Since the passed ID is not a system value anymore. I just changed it to TEXCOORD, and it worked.
       
 (DIR) Post #AdLippLmiY7YcYsE4W by mrf@mastodon.gamedev.place
       2023-12-30T19:41:02Z
       
       1 likes, 0 repeats
       
       Edges of the city... (also known as ะตะฑะตะฝั)#gamedev #indiedev #screenshotsaturday
       
 (DIR) Post #AdP8tMdSbLLJ0JMstM by mrf@mastodon.gamedev.place
       2024-01-01T13:17:16Z
       
       0 likes, 0 repeats
       
       @ivan As the one living in Serbia for the last 1.5 years, I know and adore this word ๐Ÿ˜…
       
 (DIR) Post #AhWicV795dCqgOTYTQ by mrf@mastodon.gamedev.place
       2024-05-03T21:32:45Z
       
       1 likes, 0 repeats
       
       Animated camera makes everything more epic ๐Ÿ‘€#indiedev
       
 (DIR) Post #AnNUkBQLQCZUYA35NI by mrf@mastodon.gamedev.place
       2024-10-25T21:57:27Z
       
       1 likes, 0 repeats
       
       Made this screenshot by accident
       
 (DIR) Post #Ar14O3cRP71nNxkoTI by mrf@mastodon.gamedev.place
       2025-02-11T17:47:45Z
       
       2 likes, 2 repeats
       
       Having fun with a mix of froxels and raymarched primitives for volumetric fog
       
 (DIR) Post #AuSvSsiybwNNv7Ypua by mrf@mastodon.gamedev.place
       2025-05-25T21:53:06Z
       
       1 likes, 0 repeats
       
       #gamedev #indiedev
       
 (DIR) Post #AyAczE5owPvRZOkfUe by mrf@mastodon.gamedev.place
       2025-09-13T17:32:30Z
       
       1 likes, 0 repeats
       
       I don't post here very often, buut look, I added colored transparency to Bakery!#gamedev You can try it via the github version by adding "Bakery Light Filter" component to an object ๐Ÿ™‚