DOPENESS: Decals Occlusion Pointiness Edges ‘N’ Seams System In Unity

DOPENESS: Decals Occlusion Pointiness Edges ‘N’ Seams System In Unity


Known as the creator of Intrusion 2, a fast-paced action game inspired by classic side scrollers and featuring a memorable red-scarfed protagonist, Alexey Abramenko has recently shared a sneak peek of his current project, which appears to be a sequel to the game, reimagined in 3D this time.

With his most recent demo, the developer shared a technique he called DOPENESS, some system using “a whole bunch of precomputed vertex values and crazy shader math” to control perceived sharpness and determine where and how decals should be applied for maximum realism. No texture baking or ray tracing, the edginess data is calculated in Editor Script and then encoded into the mesh’s UVs. In terms of performance, the CPU cost is effectively zero, as all the processing happens in the shader at runtime.

Here, Alexey also generates meshes based on the intersection lines, detecting the line and then generating an L-shaped extrusion. Apparently, the intersection process is quite robust, but there’s an issue where the L-shape doesn’t always wrap around more complex or smaller geometry.

Alexey also mentioned that he’s open to the idea of releasing DOPENESS to the public, though it’s not something he’s planning to do right now.

Check out another demo of his new project and follow Alexey Abramenko on X/Twitter for more development updates:

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