🍉 🇵🇸
Clients: Mojang (Minecraft), WB Games, Hasbro, SEGA, Panic, Unity, IDW
📬 [email protected]
🎨 castpixel.artstation.com
C3 has access to it of course. So the shader, even though it SORT of can use actual normals from depth, looks really low-poly and not smooth. I'm tired
C3 has access to it of course. So the shader, even though it SORT of can use actual normals from depth, looks really low-poly and not smooth. I'm tired
Since we have no access to normal maps, I bake a normal map and load it as a texture. Shader has access to it, so it can use the normals as input to do the matcap shader.
I encode a 64x64 matcap texture in the shader itself.
1. you can't do pixel sampling/ blur effects, because the compositor doesn't create an intermediate texture
2. c3 might STILL add a pre-draw step, so it's not guaranteed?
But it seems more suitable for 3D
1. you can't do pixel sampling/ blur effects, because the compositor doesn't create an intermediate texture
2. c3 might STILL add a pre-draw step, so it's not guaranteed?
But it seems more suitable for 3D
"horizontal": 100,
"vertical": 100
}
this is the problem right? oof.
"horizontal": 100,
"vertical": 100
}
this is the problem right? oof.