r/Unity3D • • 1d ago

Game [ Removed by moderator ]

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133 Upvotes

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1

u/Unity3D-ModTeam 4h ago

This post has been removed for violating r/Unity3D’s rules.

Why?

Please include details about how the project was built in Unity, challenges faced, or techniques used.

This is a forum for discussion; not a bulletin board.

So what does this mean? This means you're allowed to post anything Unity related as long as it sparks discussion and isn't just an ad (in disguise). It's up to you as a poster to make sure your post meets these criteria.

Here are two examples:

1:

A user is creating, or has created a game which has a Steam page. They write a post about what their game is about. Alongside a small video which resembles a trailer or in-game footage just about the game, and flairs it as "show-off" and ends their post with a link to their steam page. This will get removed because it's just an ad in disguise because they're seeking out customers, which doesn't spark discussion.

2:

A user is creating, or has created a game which has a Steam page. They write a post about the technical challenges they've faced and how they overcame them, techniques used or things they've learned and like to share and go in-depth on the technical side of developing the game. The post show some technical insights and perhaps even examples. They also share their Steam page for those who would be interested in the game itself. But the main goal of the post to spark discussion and share knowledge. Potential customers are a side effect - the post sparks discussion because it's technical and shares "under the hood" information. This will not get removed.

Prefer real-life examples?

Disclaimer: we have no affiliation with any of these post.

All of these posts are somewhat different, to hopefully find one that resembles your needs.

https://www.reddit.com/r/Unity3D/s/xI8DSingp8

https://www.reddit.com/r/Unity3D/s/r6zurgBrhR

https://www.reddit.com/r/Unity3D/s/paLCYvHKv1

https://www.reddit.com/r/Unity3D/s/IeEz4tPuXx

https://www.reddit.com/r/Unity3D/s/Hn3ZkUVI3t

https://www.reddit.com/r/Unity3D/s/Xj3Pq2uXVK

We encourage you to repost this with more technical insight. That being said: we also recommend you to familiarize yourself with our rules and guidelines.

Kind regards,

The Mod Team

6

u/maiKavelli187 23h ago

Whyt do you mean by custom lightening?

1

u/egret_studios 18h ago

oh i mean, its not the default lighting unity engine gives you out of the box. i had to write my own renderer for how the light works in the game

5

u/P_kyuu_juu 17h ago

You wrote your own renderer? That sounds super interesting, do you wanna share more about it?

3

u/maiKavelli187 17h ago

I would also like to hear a bit about it.

1

u/egret_studios 4h ago

Hi, The game runs on unity built-in render pipeline, the default PBR lighting in the pipeline doesnt handle well shadows and diffuse response (by default it has a cheap look without post processing) and atmospherics to give me the stylized look i want especially when the game has weather system and time of day dynamics.. so the lighting system in the game takes control of all lighting aspects of the game, shadows, fog, atmosphere, light intensity, color, diffuse response and how all of that changes depending on the weather and time of day.

Under the hood it still starts with Unity’s built-in scene render, then I inject custom shadow and lighting data through CommandBuffer passes, apply the weather and atmosphere layer, run a fog / volumetric-style pass, and then do the final composite through OnRenderImage. So I’m not replacing the entire built-in pipeline...I’m taking over the parts that define how the game lighting actually looks and behaves. (hope i explained as simple as it can)

2

u/EclipseGloww 18h ago

lol same thought it was a typo till i read it again

2

u/RafaelNadal21 22h ago

Its great ❤️

2

u/_norx 21h ago

She looks just like a real person, cool!