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Philipp
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This is a really broad question. Unity is a very powerful and feature-rich game engine. It provides you with several tools which can help you to create unique procedural graphic effects in Unity:

  • Programming your own shaders gives you a lot of freedom to develop graphic effects on the GPU
  • The Mesh class gives you access to the vertex and UV coordinates of your 3d models. You can use it to deform or even generate new 3d objects at runtime.
  • The methods GetPixels and SetPixels of the class Texture2D allow you to procedurally change or generate textures from C# scrips. But keep in mind that real-time image manipulation like that should better be done on the GPU than on the CPU. When you are going to change a texture every frame, you should rather be doing this with a shader for performance reasons.

And then there is of course a lot of cool stuff you can do with the special effect tools Unity provides to you out-of-the-box:

If I would want to copy Duet in particular, I would do the trails of those red and blue balls with trail renderers. For the after-image of the blocks I would try the motion blur post-processing effect first and when that doesn't give me the effect I want I would use particle effects to generate fading clones of the same sprite used for the block. Those background animations could be done by creating a couple of sprites and animate their transforms with the animation system. When I run into performance problems due to having too many game objects, I would switch to the new Entity - Component - Systems architecture for the background objects.

This is a really broad question. Unity is a very powerful and feature-rich game engine. It provides you with several tools which can help you to create unique graphic effects in Unity:

  • Programming your own shaders gives you a lot of freedom to develop graphic effects on the GPU
  • The Mesh class gives you access to the vertex and UV coordinates of your 3d models. You can use it to deform or even generate new 3d objects at runtime.
  • The methods GetPixels and SetPixels of the class Texture2D allow you to procedurally change or generate textures from C# scrips. But keep in mind that real-time image manipulation like that should better be done on the GPU than on the CPU. When you are going to change a texture every frame, you should rather be doing this with a shader for performance reasons.

And then there is of course a lot of cool stuff you can do with the special effect tools Unity provides to you out-of-the-box:

If I would want to copy Duet in particular, I would do the trails of those red and blue balls with trail renderers. For the after-image of the blocks I would try the motion blur post-processing effect first and when that doesn't give me the effect I want I would use particle effects to generate fading clones of the same sprite used for the block. Those background animations could be done by creating a couple of sprites and animate their transforms with the animation system. When I run into performance problems due to having too many game objects, I would switch to the new Entity - Component - Systems architecture for the background objects.

This is a really broad question. Unity is a very powerful and feature-rich game engine. It provides you with several tools which can help you to create unique procedural graphic effects:

  • Programming your own shaders gives you a lot of freedom to develop graphic effects on the GPU
  • The Mesh class gives you access to the vertex and UV coordinates of your 3d models. You can use it to deform or even generate new 3d objects at runtime.
  • The methods GetPixels and SetPixels of the class Texture2D allow you to procedurally change or generate textures from C# scrips. But keep in mind that real-time image manipulation like that should better be done on the GPU than on the CPU. When you are going to change a texture every frame, you should rather be doing this with a shader for performance reasons.

And then there is of course a lot of cool stuff you can do with the special effect tools Unity provides to you out-of-the-box:

If I would want to copy Duet in particular, I would do the trails of those red and blue balls with trail renderers. For the after-image of the blocks I would try the motion blur post-processing effect first and when that doesn't give me the effect I want I would use particle effects to generate fading clones of the same sprite used for the block. Those background animations could be done by creating a couple of sprites and animate their transforms with the animation system. When I run into performance problems due to having too many game objects, I would switch to the new Entity - Component - Systems architecture for the background objects.

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Philipp
  • 121.5k
  • 28
  • 261
  • 342

This is a really broad question, but there are three. Unity is a very powerful and feature-rich game engine. It provides you with several tools which can help you to create unique graphic effects in Unity:

  • Programming your own shaders gives you a lot of freedom to develop graphic effects on the GPU
  • The Mesh class gives you access to the vertex and UV coordinates of your 3d models. You can use it to deform or even generate new 3d objects at runtime.
  • The methods GetPixels and SetPixels of the class Texture2D allow you to procedurally change or generate textures from C# scrips. But keep in mind that real-time image manipulation like that should better be done on the GPU than on the CPU. When you are going to change a texture every frame, you should rather be doing this with a shader for performance reasons.

And then there is of course a lot of cool stuff you can do with the special effect tools Unity provides to you out-of-the-box:

If I would want to copy Duet in particular, I would do the trails of those red and blue balls with trail renderers. For the after-image of the blocks I would try the motion blur post-processing effect first and when that doesn't give me the effect I want I would use particle effects to generate fading clones of the same sprite used for the block. Those background animations could be done by creating a couple of sprites and animate their transforms with the animation system. When I run into performance problems due to having too many game objects, I would switch to the new Entity - Component - Systems architecture for the background objects.

This is a really broad question, but there are three tools which can help you to create unique graphic effects in Unity:

  • Programming your own shaders gives you a lot of freedom to develop graphic effects on the GPU
  • The Mesh class gives you access to the vertex and UV coordinates of your 3d models. You can use it to deform or even generate new 3d objects at runtime.
  • The methods GetPixels and SetPixels of the class Texture2D allow you to procedurally change or generate textures from C# scrips. But keep in mind that real-time image manipulation like that should better be done on the GPU than on the CPU. When you are going to change a texture every frame, you should rather be doing this with a shader for performance reasons.

And then there is of course a lot of cool stuff you can do with the special effect tools Unity provides to you out-of-the-box:

If I would want to copy Duet in particular, I would do the trails of those red and blue balls with trail renderers. For the after-image of the blocks I would try motion blur first and when that doesn't give me the effect I want I would use particle effects to generate fading clones of the same sprite used for the block.

This is a really broad question. Unity is a very powerful and feature-rich game engine. It provides you with several tools which can help you to create unique graphic effects in Unity:

  • Programming your own shaders gives you a lot of freedom to develop graphic effects on the GPU
  • The Mesh class gives you access to the vertex and UV coordinates of your 3d models. You can use it to deform or even generate new 3d objects at runtime.
  • The methods GetPixels and SetPixels of the class Texture2D allow you to procedurally change or generate textures from C# scrips. But keep in mind that real-time image manipulation like that should better be done on the GPU than on the CPU. When you are going to change a texture every frame, you should rather be doing this with a shader for performance reasons.

And then there is of course a lot of cool stuff you can do with the special effect tools Unity provides to you out-of-the-box:

If I would want to copy Duet in particular, I would do the trails of those red and blue balls with trail renderers. For the after-image of the blocks I would try the motion blur post-processing effect first and when that doesn't give me the effect I want I would use particle effects to generate fading clones of the same sprite used for the block. Those background animations could be done by creating a couple of sprites and animate their transforms with the animation system. When I run into performance problems due to having too many game objects, I would switch to the new Entity - Component - Systems architecture for the background objects.

added 327 characters in body
Source Link
Philipp
  • 121.5k
  • 28
  • 261
  • 342

This is a really broad question, but there are twothree tools which can help you to create unique graphic effects in Unity:

  • Programming your own shaders gives you a lot of freedom to develop graphic effects on the GPU
  • The Mesh class gives you access to the vertex and UV coordinates of your 3d models. You can use it to deform or even generate new 3d objects at runtime.
  • The methods GetPixels and SetPixels of the class Texture2D allow you to procedurally change or generate textures from C# scrips. But keep in mind that real-time image manipulation like that should better be done on the GPU than on the CPU. When you are going to change a texture every frame, you should rather be doing this with a shader for performance reasons.

And then there is of course a lot of cool stuff you can do with the special effect tools Unity provides to you out-of-the-box:

If I would want to copy Duet in particular, I would do the trails of those red and blue balls with trail renderers. For the after-image of the blocks I would try motion blur first and when that doesn't give me the effect I want I would use particle effects to generate fading clones of the same sprite used for the block.

This is a really broad question, but there are two tools which can help you to create unique graphic effects in Unity:

  • Programming your own shaders gives you a lot of freedom to develop graphic effects on the GPU
  • The Mesh class gives you access to the vertex and UV coordinates of your 3d models. You can use it to deform or even generate new 3d objects at runtime.

And then there is of course a lot of cool stuff you can do with the special effect tools Unity provides to you out-of-the-box:

If I would want to copy Duet in particular, I would do the trails of those red and blue balls with trail renderers. For the after-image of the blocks I would try motion blur first and when that doesn't give me the effect I want I would use particle effects to generate fading clones of the same sprite used for the block.

This is a really broad question, but there are three tools which can help you to create unique graphic effects in Unity:

  • Programming your own shaders gives you a lot of freedom to develop graphic effects on the GPU
  • The Mesh class gives you access to the vertex and UV coordinates of your 3d models. You can use it to deform or even generate new 3d objects at runtime.
  • The methods GetPixels and SetPixels of the class Texture2D allow you to procedurally change or generate textures from C# scrips. But keep in mind that real-time image manipulation like that should better be done on the GPU than on the CPU. When you are going to change a texture every frame, you should rather be doing this with a shader for performance reasons.

And then there is of course a lot of cool stuff you can do with the special effect tools Unity provides to you out-of-the-box:

If I would want to copy Duet in particular, I would do the trails of those red and blue balls with trail renderers. For the after-image of the blocks I would try motion blur first and when that doesn't give me the effect I want I would use particle effects to generate fading clones of the same sprite used for the block.

added 327 characters in body
Source Link
Philipp
  • 121.5k
  • 28
  • 261
  • 342
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Source Link
Philipp
  • 121.5k
  • 28
  • 261
  • 342
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