Oh no, I'm downloading Unity on my personal computer
The plan right now:
Render at 320x180 with render to texture and no anti-aliasing
Tint RGB color channels to appropriate CGA colors
Upscale to 1280x720
Apply post blur, bloom, phosphor pattern, and scanlines
Can I do it? NO IDEA
Render at 320x180 with render to texture and no anti-aliasing
Tint RGB color channels to appropriate CGA colors
Upscale to 1280x720
Apply post blur, bloom, phosphor pattern, and scanlines
Can I do it? NO IDEA
oh no game development is hard
(I got render to texture working, but... only just)
(I got render to texture working, but... only just)
Ok, but seriously
Even though I have no programming experience, this is already better than Unreal because I have more access to parts of the rendering pipeline
I didn't WANT to use Unity because it doesn't have good visual scripting tools, but that's where I'm weak anyway
Even though I have no programming experience, this is already better than Unreal because I have more access to parts of the rendering pipeline
I didn't WANT to use Unity because it doesn't have good visual scripting tools, but that's where I'm weak anyway
Welp
It took four hours and I had to buy a package of scripts from the Unity store, but I finally got pixel-perfect upscaled rendering working
This screenshot doesn't look like much, but it's actually the most important part of getting proper post-processing working
It took four hours and I had to buy a package of scripts from the Unity store, but I finally got pixel-perfect upscaled rendering working
This screenshot doesn't look like much, but it's actually the most important part of getting proper post-processing working
I can't wait to figure out which cleverly hidden checkbox I need to hit so post processing will start functioning
After two hours of trying to get it working last night, I'm not unconvinced that the cleverly hidden checkbox is the one that rolls me back to the previous Unity release
Test something on work computer
Works perfectly
Yay!
Test on personal computer
Doesn't work
Boo
Probably messed something up
Make fresh Unity project
Reimport necessary assets
Try same stuff
Still doesn't work
Pull out hair
Drink heavily
Move to woods
Die quietly
Works perfectly
Yay!
Test on personal computer
Doesn't work
Boo
Probably messed something up
Make fresh Unity project
Reimport necessary assets
Try same stuff
Still doesn't work
Pull out hair
Drink heavily
Move to woods
Die quietly
Why did it function perfectly on my work computer?
Because fuck you, that's why
Because fuck you, that's why
So...
Should I roll back to one of the 2018 versions of Unity if I actually want to get post processing materials from Amplify working properly?
I have no idea what the fuck is going on, and I've spent about four hours trying to figure it out
Should I roll back to one of the 2018 versions of Unity if I actually want to get post processing materials from Amplify working properly?
I have no idea what the fuck is going on, and I've spent about four hours trying to figure it out
HA! IT WORKS
Big thanks to @FoxBuchele for the suggestion to change to the standard renderer; apparently there are lots of unsupported features in the other render setups.
Now I can once again keep moving on my own post process stuff.
Big thanks to @FoxBuchele for the suggestion to change to the standard renderer; apparently there are lots of unsupported features in the other render setups.
Now I can once again keep moving on my own post process stuff.
Update:
Before and after the current iteration of post processing
Next step is adding phosphors, scanlines, and a blur to the pixels to make them feel like they're little glowing dots rather than chunky squares
Before and after the current iteration of post processing
Next step is adding phosphors, scanlines, and a blur to the pixels to make them feel like they're little glowing dots rather than chunky squares
The colors come from the standard CGA palette, by the way
https://en.wikipedia.org/wiki/Color_Graphics_Adapter
I want this to look like a really pretty version of something that could've come out in 1983
https://en.wikipedia.org/wiki/Color_Graphics_Adapter
I want this to look like a really pretty version of something that could've come out in 1983
Here are some screenshots from the Unreal version of this project that show a little of how the final is supposed to look
I want a very analog/CRT look
I want a very analog/CRT look
The last screenshot shows something I was never happy with in Unreal, now that I think about it
The cast shadows had very crisp edges that split individual "pixels" of the final render
Now that I can more easily render low res and upscale, this shouldn't be a problem
The cast shadows had very crisp edges that split individual "pixels" of the final render
Now that I can more easily render low res and upscale, this shouldn't be a problem