YURII SELINNYI

STUFF I MAKE

 

Playtime Painter

(The ShaderToy Painter above is not related to the Asset below. I used similar formulas there though)

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Annotation 2020-04-25 012952.png

MY FREE GAMES

  • indiexpo_koobyky
  • google_play_icon
  • itch

2011-2014

 Decay - a Voxel rendering engine, everything is rendered with CPU ... first thing I made. crazy stuff.

Mementos

Decay
Decay

This is how it started. Basic sprites, custom physics, thousands of enemies and persistent blood.

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Voxel Graphics
Voxel Graphics

Enemies, Particles, structures became voxel based.

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Pixel Outline Shaders
Pixel Outline Shaders

This shader outlines pixels that are of different color. You can find Koobyky game below that uses advanced version of this shader.

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Pixel Parallax
Pixel Parallax

Using Pixel Parallax effect image looks as if indented in soil.

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Vertex Edges
Vertex Edges

Mobile-friendly detection of vertex edge. Used to smooth edges in future shaders.

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Smooth Edges
Smooth Edges

By providing smoothed and sharp normal to vertices, and with help of vertex edge detection, edges become smooth.

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Mesh Editor
Mesh Editor

Many Previous and following effects are possible thanks to custom Mesh Editor.

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Adaptive Geometry
Adaptive Geometry

Same as in Decay game. But this time with Mesh instead of voxel: I make "smart Lego pieces"- similar to how in Minecraft fence changes shape depending on what is nearby.

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Baked Shadows
Baked Shadows

Using Mesh Editor to bake shadows into mesh (shadows can't move but light can change colour and intensity). A bit impractical to be honest)

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Dent Mapping
Dent Mapping

Dent mapping changes the angle at which light can no longer reach the surface. Attenuation effect as seen in the image can not be achieved with normal mapping alone. I still use this effect (as of 2020).

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Reverse Parallax Water
Reverse Parallax Water

Water in this image is not a plane, it is rendered with terrain and geometry. Terrain draws water on itself using method similar to parallax.

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Toon Water
Toon Water

Mobile friendly Toon Water (Free on Asset Store)

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Persona Battles
Persona Battles

Intended as a main game mode for Imprint game. Inspired by Desert Strike mod for Star Craft 2. Abandoned at this point but it looked cool at one point.

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Radial Shader
Radial Shader

With Painter I write uv coordinates and radius inside pixel and shader uses those values to render how close is the given pixel to distance from that uv. Weird thing, haven't thought of any practical use as of this moment.

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Pixel sampling displacement
Pixel sampling displacement

Colour of each brick represented by a single pixel. Shader uses a mask made with Playtime Painter that displaces colour sampling and shapes pixels as bricks (in this case).

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Supersegmented Sampling
Supersegmented Sampling

Each pixel of texture A contains coordinates of a segment from texture B. Allows to create large and complex texture using just a few very small ones. (thx to Playtime Painter)

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Per Vertex distance clamp
Per Vertex distance clamp

Second ship should be way beyond the far_clip_plane. Instead, he is positioned inside clip plane but his true coordinates passed as material parameters and material make it look right without exiting draw range.

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Infinite Universe
Infinite Universe

A spacial BigVector class that consists of many vectors like (meters, kilometers, light seconds, light years, mega parsecs ... ) and special function to Lerp, MoveTo, Get Distance and so on. The class can be used to set exact position in our universe.

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Tillable Atlasing
Tillable Atlasing

Mobile friendly way to display many tillable textures by sampling a single atlas.

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SmoothEdge
SmoothEdge

Edge detection with smoothing and hiding the seam.

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Custom mesh editor
Custom mesh editor

Mesh Editor used to supply custom data to meshes is now a part of Playtime Painter.

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Bevel with Bump Map
Bevel with Bump Map

Using custom mesh editor and edge detection I managed to create smoothed effect with 4 normal vectors per vertex.

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Damage Shader
Damage Shader

Simple but brilliant Damage Shader. Performance is excellent.

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Pixel Outline Mesh Precalculation
Pixel Outline Mesh Precalculation

Similar to previous Pixel Outline but most things are precalculated in vertex function. So as a result it needs a special mesh, not a quad. But the result is better performance.

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Volume Baked Shadows
Volume Baked Shadows

Mobile Friendly volumes used to bake shadow and ambient data.

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Raymarching 1
Raymarching 1

Exploring the world of Ray-Marching

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Ray Marching
Ray Marching

Some raymarching Experiments on shadertoy.com.

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Ray tracing
Ray tracing

Experimenting with some ray-tracing using analytical primitives intersection.

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