Voyage
Voyage
  • 9
  • 106 272
Game Dev to Assets: Monetizing Your Creations
If you are interested in the asset: assetstore.unity.com/packages/3d/vegetation/critter-environment-270038 (-30% for 14 days when released)
In this video, I'm diving into the world of Unity Asset Store development from a game dev perspective. Join me as I share our journey from crafting tools for 3D Pixel Art to publishing assets alongside @JobeYT . Assets provide a way to package your creations to make money and monetize.
Discover how we conceptualized, developed, and packaged our first asset, learning valuable lessons about documentation, customer support, and market research. I'll dive into the process of refining our tools, adapting them to meet user demands, and packaging them for optimal usability.
I share practical insights and lessons learned, from the importance of maintaining a focused scope to the significance of user-centric design.
There is not much information on asset creation online so I thought I'd share my experience.
Chapters:
0:00 Intro
0:41 Our First Asset
2:45 Packaging an Asset
4:35 Publishing the Asset
6:48 Lessons Learned
8:26 Outro
Music:
pallo_imuri, kukko_lofi, lofi_suunnittelu - jan sebu etis
มุมมอง: 3 267

วีดีโอ

Creating a New 3D Pixel Art Scene
มุมมอง 4.9K7 หลายเดือนก่อน
I created a new 3D Pixel Art scene to test the work flow of the current tools I have created. In this video I take you along for the ride where my I show my process of creating this scene. It didn't end up being perfect but I was happy to get some bugs out of my tools and learn a bit of 3D modelling with Blender. Reference artwork credits: Franrekk/status/1638129396753272834 Music: ...
What I Learned From 100+ Hours of Procedural Generation
มุมมอง 11K9 หลายเดือนก่อน
I've been programming game development stuff in Unity and have been especially interested in procedural generation. It has helped me learn to code by following tutorials from @SebastianLague and by finding inspiring subjects. I've created tools to generate 2D maps with monuments and a copy of the map generation system from the game Slay The Spire. These projects have helped me learn great lesso...
Creating Trees for 3D Pixel Art
มุมมอง 45K10 หลายเดือนก่อน
I designed trees for 3D Pixel Art in unity. They are merged spheres on top of cylinders with leaf meshes instanced on top of them. In the video I go over the development and design process. If you are looking to create something similar, we are creating assets out of the tools. The first one is out now! assetstore.unity.com/packages/tools/camera/critter-3d-pixel-camera-263695 Inspired by: @t3ss...
Developing a Water Shader for 3D Pixel Art
มุมมอง 3.5K10 หลายเดือนก่อน
Created with: @JobeYT Water is an inspiring part of world building and I faced some difficulties developing it for this specific style. In this video I describe the development of my solution. The water includes transparency, tint, planar reflections, outlines and distortion. Thank you to catlikecoding for his blog examples and th-cam.com/video/w84-l3IEhXM/w-d-xo.html If you are looking to crea...
Toon Shader with Clouds and Lighting For 3D Pixel Art
มุมมอง 2.3K11 หลายเดือนก่อน
Created with: @JobeYT Toon shaders are a critical part of 3D pixel art. In this video I go over the process of implementing them in Unity 3D and I explain my thought process. The toon shaders contain clouds and additional lighting with the option for outlines as well. The toon shader has clouds built on 3D noise and outlines described in my earlier video: th-cam.com/video/LRDpEnpWohM/w-d-xo.htm...
How I Instantiated Grass For 3D Pixel Art in Unity
มุมมอง 7Kปีที่แล้ว
Inspired by: @t3ssel8r I created a system to instantiate different types of foliage on terrains and other meshes. Its quite performant as everything is most of the work is handled on the GPU and the aesthetics fit the 3D pixel art style I'm going for. I explain my approach to the system in the video. If you are looking to create something similar, we are creating assets out of the tools. The fi...
Creating Pixel Perfect Outlines for 3D Pixel Art
มุมมอง 15Kปีที่แล้ว
Created with: @JobeYT Inspired by: @t3ssel8r Thanks to: @jamesking2439 We created a system to highlight outlines on 3D objects in unity to look alike pixel art. The solution uses a combination of depth and normal maps with different differentiation methods to achieve this look. If you are looking to create something similar, we are creating assets out of the tools. The first one is out now! ass...
Making a Smooth Pixel Camera for 3D Pixel Art
มุมมอง 14Kปีที่แล้ว
Created with: www.youtube.com/@PigeonMaster2000 Inspired by: www.youtube.com/@t3ssel8r We created a pixelated camera system for 3D games in Unity. It provides and interface to rotate, move and zoom the camera freely. The pixelation resolution can be scaled and it works with any aspect ratio which is updated on changes even at runtime. In the video I go over the steps we went through to create t...

ความคิดเห็น

  • @samhausmann2859
    @samhausmann2859 7 วันที่ผ่านมา

    For billboarding, are you scaling your quads down to the size of the grass texture provided to the billboarding shader?

  • @s3nju279
    @s3nju279 27 วันที่ผ่านมา

    I cannot for the life of me figure out how to get the depth fade texture/ outline effect in orthographic....

  • @ArcherQueenFan69
    @ArcherQueenFan69 2 หลายเดือนก่อน

    Is that the smiths at the end lol hell yah

  • @nvliaen
    @nvliaen 2 หลายเดือนก่อน

    Hello! Your design is amazing and I'm very intrigued. I'm ready to buy it, but I'm wondering if it's allowed to use it for commercial purpose? This tool is so awesome and intuitive and seem to help the project visual a lot

  • @ricardomorocz61
    @ricardomorocz61 3 หลายเดือนก่อน

    Would this work for godot?

  • @tinnos
    @tinnos 4 หลายเดือนก่อน

    Why do amazing tutorials like this have this lightspeed mouse? I cannot understand anything, tutorials needs to be slow!

    • @snick9314
      @snick9314 4 หลายเดือนก่อน

      Lower playback speed if u need to

    • @tinnos
      @tinnos 4 หลายเดือนก่อน

      @@snick9314 of course I've done it but it's still not slow as it should be.

  • @emgames7121
    @emgames7121 4 หลายเดือนก่อน

    Hi there! Is this outline asset released on the store? Looks great!

    • @Voyageonyt
      @Voyageonyt 4 หลายเดือนก่อน

      Yes. It is combined with a lot other tools in the asset "Critter Environment"

  • @dude2542
    @dude2542 5 หลายเดือนก่อน

    This is the typical meme: 80 iq: oh im just gonna copy paste it 110 iq: Noo you have to do it yourself, plagiarism is bad 130 iq: oh im just gonna copy paste it

  • @jayleo500
    @jayleo500 5 หลายเดือนก่อน

    good work

  • @Eronek_
    @Eronek_ 5 หลายเดือนก่อน

    Я искал такой туториал неделю, но когда я сдался - ютуб сам подбросил мне его в рекомендации

  • @erache100
    @erache100 5 หลายเดือนก่อน

    very nice. are you still planning to build more?

    • @Voyageonyt
      @Voyageonyt 5 หลายเดือนก่อน

      Thanks! Yeah we currently looking at creating more assets for volumetric lighting and world generation.

    • @erache100
      @erache100 5 หลายเดือนก่อน

      Awesome. Do u have a discord server or anything pple building with your stuff can have a way to communicate? Cheers

    • @Voyageonyt
      @Voyageonyt 5 หลายเดือนก่อน

      @@erache100 Yeah. We currently have a discord for people who have purchased the assets to provide support and share information, the link for it is found in the asset documentation. On the other hand, I've been thinking about setting up a community discord for people interested in this art style but haven't gotten around to it yet.

    • @erache100
      @erache100 5 หลายเดือนก่อน

      @@Voyageonyt ah I might have missed it. thx!

  • @katkollare809
    @katkollare809 5 หลายเดือนก่อน

    How do you render shadows from objects in a different layer than the Terrain to the TerrainColor texture? When I try to do that and disable the culling on the layers which cast shadows on my terrain, I get none of their shadows in the texture... :(

    • @Voyageonyt
      @Voyageonyt 5 หลายเดือนก่อน

      Currently I don't use the camera above the terrain anymore. It caused some constraints on how I wanted to instance stuff. Now instead I just give the instances the normal from the sampled mesh and use that for lighting calculations.

    • @katkollare809
      @katkollare809 5 หลายเดือนก่อน

      @@Voyageonyt That's neat! I suppose you're not using Unity's built-in Terrain system any longer and are using a custom mesh to sample it for lighting... But how did you go about the challenge of including shadows from other layers in the render texture in this video?

    • @Voyageonyt
      @Voyageonyt 5 หลายเดือนก่อน

      I still use and support Unity terrains but I don't recommend using an additional camera for this. If you still want to continue, I used the Opaque Layer Mask in Universal Render instead of the camera culling. @@katkollare809

    • @katkollare809
      @katkollare809 5 หลายเดือนก่อน

      @@VoyageonytDo you sample the opaque layer mask colour at the root coordinate of every single grass instance in the grass' fragment shader? If so, how do you access this root coordinate for every single pixel of every instance? Sorry, if I misunderstood your approach

    • @Voyageonyt
      @Voyageonyt 5 หลายเดือนก่อน

      Nothing to do with the shader but just setting up a URP asset to only render objects on a single layer.

  • @topazmacaroon
    @topazmacaroon 6 หลายเดือนก่อน

    Would be really awesome if you could post the assets on the UE5 too!

    • @Voyageonyt
      @Voyageonyt 6 หลายเดือนก่อน

      This has been something we are considering. Will probably happen but can not promise a release date.

  • @kingbling7571
    @kingbling7571 6 หลายเดือนก่อน

    dude, someone stole ur asset and put it on unity store i think. I saw him with ur asset on youtube. His channel name is Jobe.

    • @Voyageonyt
      @Voyageonyt 6 หลายเดือนก่อน

      Haha :D He is the friend I'm developing this with. You can see him linked in the description too. Cheers!

    • @kingbling7571
      @kingbling7571 6 หลายเดือนก่อน

      @@Voyageonyt oh lol. I was even subbed to him so I was like why is ur work there and vica versa. Makes sense

  • @liskardev
    @liskardev 6 หลายเดือนก่อน

    fuck unity

  • @iamahtic
    @iamahtic 6 หลายเดือนก่อน

    I dont understand why wont you include everything youve done so far? water, pixelation etc

    • @Voyageonyt
      @Voyageonyt 6 หลายเดือนก่อน

      Its just a lot of work packaging everything, however, this is what we plan to do. Pixelation we released as an asset at the end of last year and water is coming as an update in the coming weeks to this environment package.

  • @JobeYT
    @JobeYT 6 หลายเดือนก่อน

    Great breakdown :)

  • @jamieroland538
    @jamieroland538 6 หลายเดือนก่อน

    thank you so much! Ive been waiting for this, Couldnt hit buy fast enough, amazing work friend.

    • @Voyageonyt
      @Voyageonyt 6 หลายเดือนก่อน

      Thanks! Sorry we kept you waiting but I'm happy that we polished it up before making it public!

  • @likedog-v6m
    @likedog-v6m 6 หลายเดือนก่อน

    I paid twice. And the order status is still PENDING . no happy ...

    • @likedog-v6m
      @likedog-v6m 6 หลายเดือนก่อน

      Finally purchased successfully, I have been waiting for this asset for months.

  • @NeZversSounds
    @NeZversSounds 6 หลายเดือนก่อน

    That's the nature of the beast - Human. You'll hear from them when shit hits the fan or they engage only if the cookie is on the line. Don't go extra mile to give something for free and they can ignore the task. Make them do something to get a thing. It could be like enabling a hidden gem feature if they potentially delved into source code but you could reveal it for those that sent a feedback.

  • @evanstential
    @evanstential 6 หลายเดือนก่อน

    do this for Blender please

    • @Voyageonyt
      @Voyageonyt 6 หลายเดือนก่อน

      Currently not a priority as I have some other things I want to complete first. Cool idea though.

  • @evanstential
    @evanstential 6 หลายเดือนก่อน

    this is sublime 🥺

  • @jekobdrekob2175
    @jekobdrekob2175 6 หลายเดือนก่อน

    You are a life saver. I tried to find tutorial like yours every where. Keep it up you are great at what you are doing!

  • @mateuszuliani7168
    @mateuszuliani7168 6 หลายเดือนก่อน

    I want to buy the asset in unity store, but I have a question before that: does this work for transparent objects? I already have a pixel art feature, but it doesnt draw the edge highlights of transparent objects =/

    • @Voyageonyt
      @Voyageonyt 6 หลายเดือนก่อน

      Hey! I currently don't have this asset for sale. But when it releases in about 1 week this will not be possible as the transparent objects are rendered after opaque or depth textures. You could look at creating a custom render order but I have not done this yet. Good luck with your project though!

  • @dmangamesSTUDIO
    @dmangamesSTUDIO 6 หลายเดือนก่อน

    really needed to hear this. I also felt a nagging voice saying that I need to do things from the ground up by myself to be able to be proud. Thanks for that!

  • @darkardarkair8620
    @darkardarkair8620 6 หลายเดือนก่อน

    🎯 Key Takeaways for quick navigation: Creating 3D Pixel Art scene Modeling hand in Blender Using custom Shader Made with HARPA AI

  • @iamahtic
    @iamahtic 6 หลายเดือนก่อน

    looks sick kiitos.

  • @christiancampospan3500
    @christiancampospan3500 6 หลายเดือนก่อน

    Hi, I have managed to replicate your toon shader after modifying the one I had from a toon shader tutorial, but I have a couple of questions: Your material has a LightBands property. What does it do? The width of each light band of your point lights is very similar. How did you achieve it? In my case the outhermost band is really wide and the inner bands quickly get thinner. I'm also using a pixel camera together with the shader, so this is exactly the look I want my shader to have, and it would be incredibly helpful if you could answer these questions.

    • @Voyageonyt
      @Voyageonyt 6 หลายเดือนก่อน

      The light bands controls how many "circles" additional lights generate. The even circles are generated by a custom function. github.com/Cyanilux/URP_ShaderGraphCustomLighting/tree/main here is a good reference

  • @knopperooni
    @knopperooni 7 หลายเดือนก่อน

    This is awesome, thanks for the video! When you talk about finding edges using the normal map, you said you no longer do that pass for the whole screen. I've been assuming this is a postprocess shader, though. How are you selectively rendering objects like that? Or is that done in a per-object material somehow?

    • @Voyageonyt
      @Voyageonyt 7 หลายเดือนก่อน

      Thanks! Yeah I currently do it per object with materials. This just gives so much more control over it.

    • @orangesoupd
      @orangesoupd 4 หลายเดือนก่อน

      @@Voyageonyt how?

    • @jakub9640
      @jakub9640 22 วันที่ผ่านมา

      @@orangesoupd I would assume a camera pass? So your main camera renders your standard stuff, then anything that needs an outline you mark as a different layer, and make a secondary camera render and apply the screen pass shader onto those objects?

  • @colemcleod1788
    @colemcleod1788 7 หลายเดือนก่อน

    Your work is amazing! Absolutely love the style

  • @JusTechBro
    @JusTechBro 7 หลายเดือนก่อน

    Hello friend, I have just started studying game creation, but the game of my dreams, which I would like to create, I would like it to have this same aspect. What would you recommend I study to learn how to do something similar? Congratulations on the video! You are incredible! Thank you for your attention!

    • @Voyageonyt
      @Voyageonyt 7 หลายเดือนก่อน

      Hi! Great that you enjoyed the video and are looking to learn something similar! It's hard for me to recommend a strict guide as I don't now your current situation but I would recommend starting some small projects and learning on the way. This helps keep motivation up and a neat goal is always on the horizon. If you want to study something more specific, how development should be done in Unity with its tools and 3D Graphics.

  • @parallax256
    @parallax256 7 หลายเดือนก่อน

    I think it makes sense to try your hand at adding hue shifting to the toon lighting code. You could make the shadows shift more towards blue, and the highlights more towards yellow or orange. It's something that's commonly used in pixel art to create more pleasing color palettes.

    • @Voyageonyt
      @Voyageonyt 7 หลายเดือนก่อน

      That's something I haven't thought about before but now that you say it, I've seen it many times. I'll look into it. Thanks!

  • @_knightgames
    @_knightgames 7 หลายเดือนก่อน

    thats awesome

    • @Voyageonyt
      @Voyageonyt 7 หลายเดือนก่อน

      Thanks!

  • @niuage
    @niuage 7 หลายเดือนก่อน

    End result looks pretty damn good 👌

  • @top5faktat
    @top5faktat 7 หลายเดือนก่อน

    I love that little windmill!

  • @_gesho
    @_gesho 7 หลายเดือนก่อน

    This is impressive! I am wondering if there is a potential fix for the dithering? It is most distracting when motion is introduced to the scene eg. with the camera rotating or the windmill. Just wondering...

    • @Voyageonyt
      @Voyageonyt 7 หลายเดือนก่อน

      Yeah that has been something I've been thinking about myself for a while but I've come to the conclusion that there is no simple solution for these 3D worlds. The effect when rotating could be worked around with billboarding some elements but you would lose the feel of 3D models. On moving objects currently, I think one would have to do another render that would be applied on top of the one I already have fixing the effect on static objects. This is something I'm looking for answers if someone has an idea how it could be done.

  • @luky559
    @luky559 7 หลายเดือนก่อน

    Looks Amazing 🔥🔥! ....how did you setup your camera? Do you use 2 cameras wirh a render material or some other solution?

    • @Voyageonyt
      @Voyageonyt 7 หลายเดือนก่อน

      Yeah. 2 Cameras that correct the movement and a render texture between them. I have a separate video on it and the one I use is for sale on the asset store as well.

  • @robertjoensuu5887
    @robertjoensuu5887 7 หลายเดือนก่อน

    Very cool!

  • @pelimiesotto
    @pelimiesotto 7 หลายเดือนก่อน

    Good video, the script from trees works suprisingly well as grass. :D

    • @Voyageonyt
      @Voyageonyt 7 หลายเดือนก่อน

      Thanks :D! Abstracting elements from different tools has been satisfying.

  • @denovodavid
    @denovodavid 7 หลายเดือนก่อน

    Nice! What technique do you use for generating points for the Mesh Instances?

    • @Voyageonyt
      @Voyageonyt 7 หลายเดือนก่อน

      Thanks! When I was creating the trees I ran into this problem for the first time. I ended up looking up a solution that first generated a random point on a mesh by choosing a triangle based on its area; the larger area, the larger chance it would get picked. After this it discarded some points based on if some were too cluttered. I found the name Blue Noise Sampling. For those who want more reading: www.fwilliams.info/point-cloud-utils/sections/mesh_sampling/ Currently I just have a toggle button to run this second step. It's very computationally heavy, so I just do the first step of generating random points and it gives good enough results. I only use the random points step currently.

    • @denovodavid
      @denovodavid 7 หลายเดือนก่อน

      @@Voyageonyt Ah cool! That's the same technique I finished implementing just yesterday, so I was interested if our directions aligned. I wrote it in GDScript and it was, as you describe, computationally heavy. I have a custom Godot build, so I dropped down to C++ to speed things up. I followed the paper: "Parallel Poisson Disk Sampling with Spectrum Analysis on Surfaces" - John Bowers, Rui Wang, Li-Yi Wei, David Maletz It helped deal with some of the overhead of the minimum distance sampling phase, and provided steps to multithread it better.

    • @Voyageonyt
      @Voyageonyt 7 หลายเดือนก่อน

      @@denovodavid Cool that we ended up at the same solution :D. What was your use case? Did you find the second step worth the additional computation?

    • @denovodavid
      @denovodavid 7 หลายเดือนก่อน

      @@Voyageonyt Also for leaf and vegetation placement :P I think blue-noise is quite good for natural looking distributions. For leaves, I don't think it matters too much, as the billboard textures kinda hide pure random issues, but for placing more solid elements like rocks, I think min distance is important to avoid overlapping. You could even support multiple object sizes with different radius, although the implementation will be a little more complex. I use a 3D grid to speed up radius checks of neighbouring points, but you could use an octree to support different sizes. At that point, it's basically an efficient physics collision detection structure that just deletes overlaps.

  • @정동우-n2x
    @정동우-n2x 7 หลายเดือนก่อน

    Looks Cool!

  • @JobeYT
    @JobeYT 7 หลายเดือนก่อน

    Looks great! Nice modular tools and a beautiful scene 😊

    • @Voyageonyt
      @Voyageonyt 7 หลายเดือนก่อน

      Thank you!

  • @grahamcracker1234
    @grahamcracker1234 8 หลายเดือนก่อน

    Love the lighting, it looks great! I was wondering if you would be able to link the GitHub of the person you mentioned in the video (at 2:31), would love to see some more resources on this. Thanks

  • @selecteduser2375
    @selecteduser2375 8 หลายเดือนก่อน

    First of all, thank you for sharing this technique. I was able to get similar results thanks to this video. The only difference is that I used VFX Graph to instantiate grass blades, but it still operates on GPU if I am not mistaken. Anyways, I have a question: due to some circumstances I had to use Render Texture on my main camera as well and then project it to canvas using raw image and when I created another camera and assigned the terrain render texture to it my project started dropping FPS pretty hard. After I removed Render Texture from my main camera the lag was gone. So, are there any limitations to how many render textures can be used at once or is there something wrong with my project? I'll keep searching and experimenting myself, but if you have any ideas, could you share those too?

    • @Voyageonyt
      @Voyageonyt 8 หลายเดือนก่อน

      Hi. Great that your getting similar results! I haven't experimented that much with VFX Graph but with the render textures I could have some improvements. I have been moving away from the rendering the colors of the grass by having a camera above. I currently pass the instances a normal that gets sampled from the terrain which lets me calculate a color in the shader. This reduced my render texture amount and made the system much more modular. Hope this helps!

    • @selecteduser2375
      @selecteduser2375 8 หลายเดือนก่อน

      ​@@Voyageonyt There is another problem I ran into which is that grass doesn't change it's color in Build mode (all the grass instances share the same color), while in Edit mode everything is fine. I also checked if the problem was the render texture itself by displaying it with Raw Image UI component and it appears not to be the case (all the colors are matching those that I see from my main camera) but the grass colors remain unchanged. Do you have any idea on how that could be fixed? UPD: Ok i just had to enable read/write on my terrain mesh I exported from blender, RaycastHit.textureCoord was returning 0,0 only in Build mode for some reason

  • @LollyPoppi
    @LollyPoppi 8 หลายเดือนก่อน

    I love the result!

    • @Voyageonyt
      @Voyageonyt 8 หลายเดือนก่อน

      Thank you!

  • @micaiahstevens8840
    @micaiahstevens8840 8 หลายเดือนก่อน

    I'd be more curious how you got the systems to talk to each other, that sounds really interesting.

    • @Voyageonyt
      @Voyageonyt 8 หลายเดือนก่อน

      I'll be working on this at the start of next year! Will be sure to make a video when I get everything looking pleasant.

  • @DcCoO
    @DcCoO 8 หลายเดือนก่อน

    Great work! When I use GPU instance to create leaves and then I draw the outlines of my other objects, looks like Unity draws the outlines of the objects that are behind the leaves in front of the leaves, as if the leaves weren't writing to depth buffer... any ideas for a fix? The leaves are opaque, ZTest is Lequal and ZWrite is on...

    • @Voyageonyt
      @Voyageonyt 8 หลายเดือนก่อน

      Hi again and thanks! :D There are some annoying orderings there and when I was dabbling in this the render order didn't feel like a good way of differentiating for what gets outlines as it is a bit hard to give certain objects outlines and render everything in the correct order. I ended up making the outlines object specific and let unity handle them in their own shaders. I would recommend this. I'm not knowledgeable enough on that specific case to give a quick fix.

    • @pixboi
      @pixboi 8 หลายเดือนก่อน

      Your leaf shader must write into the depth buffer, this is easy with standard shader, just put addshadow to pragmas

    • @DcCoO
      @DcCoO 8 หลายเดือนก่อน

      @@pixboi already tried that, but for some reason my shader isn't writing to depth buffer... probably due to it being GPU instanced...

    • @pixboi
      @pixboi 8 หลายเดือนก่อน

      @@DcCoO try adding Fallback "diffuse" and draw q to opaque

    • @DcCoO
      @DcCoO 8 หลายเดือนก่อน

      @@pixboi I didnt use the fallback diffuse but I did try opaque and ztest Lequal + Zwrite on. Maybe this happens because the shader is srp batcher compatible? (even if it is gpu instanced)

  • @meozdemir90
    @meozdemir90 9 หลายเดือนก่อน

    hey there it would be so nice to share your gen files for studying and develoing further! subbed to channel liked the content!

    • @Voyageonyt
      @Voyageonyt 8 หลายเดือนก่อน

      Hi, great that you like the content! My project files are not public as I sell them as assets on the asset store.

  • @stormyRust
    @stormyRust 9 หลายเดือนก่อน

    Hello Voyage! I was wondering if you could provide some more information regarding the node all the way to the left in your instancing shader at 1:46 and how you managed to replicate wind movement? I'd greatly appreciate any help on the subject. Thanks!

    • @Voyageonyt
      @Voyageonyt 8 หลายเดือนก่อน

      Hi! This node takes in the data sent from the calculated instances. Its a way to set them up in Shader Graph. For wind movement I just followed a Brackey's tutorial where the grass moves more with higher Y values and combined it with a billboard shader.