Roman jams with Camera Stacking in Unity (Tutorial)

Описание к видео Roman jams with Camera Stacking in Unity (Tutorial)

Watch me jam with Unity’s Camera Stacking feature in Universal Rendering Pipeline.

✨ Unity Asset Store “Best of Super Sale” (Nov 17 — Dec 4): https://assetstore.unity.com/best-of-...

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Link to files in this video:
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🍿 Other Tutorials:
→ Camera Stacking in Unity with URP!:    • Camera Stacking in Unity with URP! (T...  
→ Ultimate Clouds with Shader Graph, Made Easy:    • Ultimate Clouds with Shader Graph in ...  
→ Procedural Road made with Unity Shader Graph:    • Procedural Road made with Unity Shade...  
→ Animal Crossing World Bending Effect | Unity Tutorial [NotSlot] :    • Animal Crossing World Bending Effect ...  

⭐️ Assets featured in video:
→ Polygon City Pack: https://assetstore.unity.com/packages...
→ Polyquest Worlds: https://assetstore.unity.com/packages...
→ Curved World: https://assetstore.unity.com/packages...

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👋 If you’re new here, my name is Roman and I’m from Riga, Latvia.
Join me as I document my journey and get lost in the fantastic depths of game development.
Check out my other videos if you’d like to know me better:
“What I Learned After 1000 Hours of Game Development”:    • What I Learned After 1000 Hours of Ga...  
“An Original FPS made in 16 Hours!”:    • An Original FPS made in 16 Hours! (Ja...  
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Recently, Unity introduced a long-awaited feature to Universal Render Pipeline, a feature called “Camera Stacking”, which allows us to combine the output of multiple cameras to achieve complex effects in a matter of seconds.
In this video I will be getting full on with Camera Stacking myself, but what I wanted to particularly do, is to take a brake from my own stuff, and try out a new format where I’ll be exploring a single Unity feature in isolation, treating it as a one-man Game Jam sort-of-a-thing, with the goal of finding unique approaches to prototyping iteration and maybe finding some interesting use-cases along the way.
So here goes.
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*This video is sponsored by Unity.

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