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I have a method that fades the screen to black, then fades away back again using coroutines but I couldn't get the 2nd part to work.
FadeToBlack() works if I put <...
Substance Painter appears to add colors together wrongly when selecting "Normal Blending Mode"
The right side is what photoshop does correctly, meaning R+G+B values in the border region ...
What I'm trying to do is make a Text object have an animation that allows for the hue of the color to go all the way up and loop back around, so it creates a cool rainbow thing.
I've looked on google ...
I have written a simple c# class that is supposed to change the color of the Player Renderer.
But, there seems to be a problem! whenever I call the function OnCallFun() ... the color stays put and ...
Some strange rainbow halos (front and left) appear after computation of a lightmap for direct light. The formula is
dot * dot2 / ( dist * dist ) * dl->intensity
...
I want to add to scene object without textures, only plain material, here is my import flow:
I create object in Sketch and export to SVG:
Then I import SVG to blender (Material do not use nodes, has ...
I'm working on a game, in Unity3D, where the player picks up trash from Trash cans, and dumps the trash from the Trash cans into a Trash Truck. The world of the game itself is randomly generated, with ...
For the image (bitmap) below,
if I do:
Create a spite with the image in unreal engine.
Create a opacity mask on the spite.
Use this image, choose a specific color, such as blue, make its ...
I have a simple script that changes the emission color based on a bool.
The first color is its idle color, which transitions between orange and light purple using a lerp weighted with a sine wave.
...
I am wondering about the performance behind color-space conversions for textures during reading.
If a project decides to go with a linear workflow, as in, when doing any sort of color manipulation, ...
I have used "Image 2 LUT" to create a LUT for Unity from a certain movie.
However, currently "Image 2 LUT" only outputs ".cube" files.
For HDRP, this is great, but for ...
I would like to create a certain LUT for my game in Unity.
The usual way would be to take a screenshot in your game, process this screenshot in an image editor like Photoshop / GIMP and then calculate ...
I'm watching a movie, and I would like to achieve the same colors in my game.
I think I have to use a Color Grading lookup table to achieve this in Unity with URP.
The best example I found example ...
I am 15 year old Indian student and I am creating my first 2D game in Unity. I have set the color of my player as Random and I have to set the color of my game object as of my player. But the color of ...
I currently use Unity 2018 LTS, because of my 2019 Unity colours are not really good.
For example, the white is not really white but more like grey and the Shadows are really strong too even if I ...
I'm trying to change the alpha values of a grayscale texture based on some conditions. Essentially if the color value is within some min and max threshold, set the alpha to 0.8, and if it is not ...
I want to set a background color for my game.
I found this solution:
function create() {
this.cameras.main.setBackgroundColor("#d5d5d5");
}
but I want to be ...
I've got a 2D Unity game I've been working on. The development computer is hooked up to a TV that supports HDR. If I turn on the "Play HDR Games and Apps" switch in windows then run the build version ...
For my platformer tile-based game I want to be able to load the game map from an image file.
Consider the following 25x15 px .png (enlarged) representing some level:
Assume that each specified ...
I want to make a game where the player creates potions out of coloured ingredients, and I think the RGB or HSV colour spaces would be confusing for players expecting (red + yellow = orange, red + blue ...
I’ve spent the days reading all sources I can find on the use of Color palettes in games, but there is a real lack of real world examples.
Most Color palette tools generate 4-5 colours.
I am making a ...
I have been reading the Real Time Rendering book and stumbled upon this paragraph:
For textures encoded in a nonlinear space (such as most color
textures), ignoring gamma correction when ...
My understanding of gamma correction is as follows: We want to do colour math in linear space so we can lerp etc. between colour values and get the results we expect. But human eyes don't have a ...
So I am trying to change my color of my sprite to a rgb color. Now I can just change it to a color like red, black or blue...
m_spriteRenderer.color = Color.blue;
...
I've been unable to make it work and I'm not sure whether it's a problem with my code or if this can even be done. I'm sure there is a way to prove whether it is possible mathematically but I don't ...
So I'm trying to use GetPixel() function to get which colors is the texture as a value of x and y. So far it works well but it only return 1 color, being unable to get the rest of the colors of the ...
I've a 2d background, some sprites, blitted onto it. And over all that in the final pass I draw colored lights, to make projectiles look cooler. Basically I apply a classic lightmap, which is colored ...
Given a point inside a unit equilateral triangle, how does one rotate it across the triangle perimeter? I.e. the triangle outline serving the same purpose as circle's circumference. That is actually a ...
I'm trying to achieve a simple effect: I have a cube mesh and I want some of the vertices to change color. In this case, I want it to form some sort of a gradient where the unchanged vertices are set ...
I procedurally generate 3D planet models that I would like to import into Blender.
I use colour per vertex rendering in my shaders (In practice, I use the same colour for all vertices of a face, but ...
I was following a tutorial on using GameInstance. Where the guy in the video would teach how to choose the color of the ship by clicking a button on a level (x), so as to affect the ship on another ...
I'm sorry if this is an obvious thing to solve but I just can't figure it out...did I miss something...I've generated a mesh and during vertices generation I've also set its colors (and colors32 just ...
A LineRenderer has both Material and Color properties.
But many shaders do not work, ie the line will not respect the Color property, or the line will show black (regardless of the materials having ...
I've been searching, downloaded a couple programs that lets you convert images into fonts, but none let you obtain the color. They all switch them to black and white.
While searching the internet, I ...
I'm working with the Cen64 emulator and I compiled from source a x86 version that operates fine on Windows 10 x64. As soon as I run it on a Windows XP x86 machine the colors are then all incorrect. ...
In Unity's editor I have set a swatch with some colours that are used throughout our game:
This swatch is saved in a file in the project's Assets folder:
...
I'm making a stickman 2D game where I have different sprites for the player.
But when I try to change the Sprite Renderer Color, it only changes few pixels of the sprite and the rest stays black as ...
I'm looking to apply a sepia filter to what I'm rendering. Perhaps we could just apply the filter to the view or pass it to the draw method to draw everything with the filter (I'm using one draw ...
I'm learning some concepts of procedural content generation. Now I'm generating a map with regions and each region has a diferent colors generated in a pseudo-random way.
My problem right now is ...
Surely OpenGL has a way to set the vertex color mode. By default it is multiplication.
When I have an existing texture on a quad to represent a player in my game, I want to add color to it. As of ...
In my 2D game, my circle shape for example, appears round, but when I change the color then it turns into a low poly circle with 8-16 points, more like a potato. Is there any way around this?
...
I'm working on a custom shader using Unity 2018's new shader graph feature. Previously, I was using this shader, which worked great for awhile, but it ended up constantly breaking for seemingly no ...
I had a bit of a look around and couldn't see anywhere this was addressed, my apologies if it has been.
In Color.Lerp, I understand that the 3rd parameter t is not in fact the time that it takes to ...
I want to change the color of my libGDX BitmapFont, but it can't change it. The font is generated with Hiero v5 (Lastest as I Know) but the color of the font doesn't change. Here is the example code, ...
I want to load multiple instances of a texture on the screen and be able to change the color of each one individually by clicking on it. I've tried many different ways and currently I'm creating two ...
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