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(+1)

Oh and also, I'm not sure if the vertex painting tool will get added for sure - I did look into what would be needed for that and it would be a lot of work. There seem to be vertex painting tools out there that might just do what people need anyway. I did release the N64-style 3-point bilinear filter shader earlier today though!

Fantastic news on the N64 shader, awesome work!

As for the materials, yes, I’m converting from Standard Lit to Retro Lit across around 40 materials, but not once has it retained the texture during conversion.

You're spot-on about vertex painting. There are already multiple solutions, both in Unity and Blender, so it’s far from essential.

The reason I asked about keeping the menu open is that I ran into a situation where I needed to adjust the alpha for numerous vegetation assets. For some reason, I couldn’t batch-edit the materials; the values showed as correctly updated in each material but weren't actually applied. So, I had to go through one by one, opening the menu each time; a bit tedious :)

Some more questions/ideas:

- Would it be possible to apply vertex snapping globally, instead of setting it per material/object?

- Could you make a pixelated post-processing effect independently of the CRT effect?

The reason I’m asking is because the Render Scale setting can alter the internal resolution, which lets us achieve a PS1/Saturn aesthetic. By default, this doesn’t work on WebGL, but it can be enabled with a simple script. However, while it works at the native resolution, it disappears in fullscreen mode. I’ve spent hours troubleshooting but still haven’t found a solution. I tought maybe as a post process effect that could be totally reliable.