Unity renderer pisses me off again.
Random disappearance of distant lines, strange jaggies, and other pleasant shit such as inability to make the lighting look absolutely flat.
I'm not even talking about the UI - for some reason Unity is unable to render fonts in a clean, pixel perfect manner in DX9 mode.
Edge Detect is out, edge lines way is out, flat look is out. Fuck.
I knew about clipping planes (set to 0.2-64 in my camera since I don't need huge drawing distance), but didn't know about depth and rendering path affecting those.Prolly not gonna "solve anything" but just in case:
- For distant lines, jaggies and whatnot, double check the various PlayerSettings as well as Camera settings (depth, clipping plane, rendering path and shit). Also drives me nuts on some stuff but usually it's because I fucked up by lack of knowledge of what to pay attention to.
- "Lighting" window has a lot of global shit (Window > Lighting) including ambient source (which is probably your flat solution) and whatnot. Might help.
- Pixel perfect's tricky in Unity but for font via various UI modes, you can usually fuck around with the canvas settings, especially Reference Pixels per Unit, Scale factor, etc. With proper setting, you can get really crips font display even on very, very small shit but it's a pain to sort out at first.
why use this crap when there's webgl?
I say give the billboards a try - I think it will be more appealing than chunky low-poly 3D trees. You could also add billboarded grass sprites in there too - to break up the angular 3D hills.The next thing is, should I go with billboards for trees as opposed to 3D? I still want it to look somewhat realistic and want to avoid a "cartoony" look at all costs, and photorealistic billboards may just do the trick.
people are gonna have to download my game so I guess no-one will play it
Can you explain how you managed to achieve that kind of shading? Even after double-checking the guides and playing around with Unity, I'm yet to get my stuff to look like this.I'll just leave a quick and dirty screenshot here, and a link, which explains it all: http://www.damjanmozetic.si/2016/04/13/going-3d-with-a-twist/
Ahh, I forgot the textures.Here's a nice guide for this kind of graphics:Thanks, guys, I'll give it another go tomorrow (once I update Uniteh again).
Strange, though, I remember that I also used this method a few years ago, but during my last attempt the mesh kept looking like it used some sort of smoothing. Will keep experimenting, though. Thanks again.
http://gamedevelopment.tutsplus.com...t-with-flat-shaded-3d-in-unity--gamedev-12259
You just need to add textures to the shader.