Wow! that cloth shader looks amazing!
Speaking of lighting and graphical quality the following game that is currently in development looks fantastic:
Male
kruncher hasn't added any contacts yet.
02 February 2013 - 08:38 AM
Wow! that cloth shader looks amazing!
Speaking of lighting and graphical quality the following game that is currently in development looks fantastic:
06 November 2012 - 10:07 AM
jump-node-explained.png 36.96K
31 downloads15 June 2012 - 07:37 AM
Disabling mip-mapping is not the best idea. For one you will get strong artifacts when moving around and using detailed textures, and it is slower than using mipmapping
As you can see, higher mipmap levels result in a relative broad border, so you can't just calculate it once and apply it to all levels. Either you need to ajdust it dynamically depending on the mipmap level (expensive, newer hardware needed) or you should repeat the border of your tile. As far as I remember the latter has been done in the id-tech5 engine (megatextures utilize lot of atlases).
13 June 2012 - 08:49 AM
Are you saying that this applies when I have mipmapping disabled?
you need a incomplete Mipmap pyramid
Yes these would certainly improve matters because I could take a completely different route. Unfortunately ShaderLab (in Unity) does not provide bindings for sampler2DArray
Texture arrays is still a valid alternative (i think TA were born for these problems)
12 June 2012 - 08:38 PM
lower_left_uv.x += 1 / width; lower_left_uv.y += 1 / height; upper_left_uv.x += 1 / width; upper_left_uv.y -= 1 / height; upper_right_uv.x -= 1 / width; upper_right_uv.y -= 1 / height; lower_right_uv.x -= 1 / width; lower_right_uv.y += 1 / height;
Find content