Lighting and Shadow PlayStation One Style | Unity PS1 Adventure Game Devlog 05

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  • Опубликовано: 29 янв 2025

Комментарии • 12

  • @PolyHertz
    @PolyHertz Год назад +10

    Vagrant story afaik actually just makes a copy of the character render and tints + offsets it in a direction for the rim lighting effect. It doesn't use the inverted hull technique. Notice how the texture details on the rim are a duplicate of the side of the mesh instead of being from surrounding faces as you'd see if they were using an inverted copy.

    • @justenbrown
      @justenbrown  Год назад +3

      Thank you for the elaboration, it's still mighty impressive they're able to have duplicate geometry at all.

  • @Flippy
    @Flippy Год назад

    great video! I appreciate your insight on the matter!

  • @dimarelos
    @dimarelos Год назад +1

    Excellent video. 🙏

  • @cinebst
    @cinebst Год назад +2

    smart thinking!!

  • @AntonioFreyre
    @AntonioFreyre Год назад +3

    good stuff

  • @onerimeuse
    @onerimeuse Год назад

    Awesome video. Been trying to figure out how to recreate some of these effects without using one of those cheater shaders. Much appreciated!

    • @justenbrown
      @justenbrown  Год назад

      Feel free to ask me on Twitter if you want to break down some effects.

  • @Hart8
    @Hart8 7 месяцев назад

    Thank you

  • @tobigrantlbart
    @tobigrantlbart 7 месяцев назад

    Hi how do I actually set up vertex lighting in Unity or any render pipeline actually? I am searching for the answer for quite a while now

  • @CristianAvellino
    @CristianAvellino Год назад +2

    Nice work, do you use the haunted psx render pipeline?