OwenTheProgrammer
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owentheprogrammer.bsky.social
OwenTheProgrammer
@owentheprogrammer.bsky.social
89 followers 42 following 92 posts
Game dev / Graphics dev. All I know is math now.
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4 bits per sample, 2x2 block segments, 32 samples per colour channel, on a 512x512 CRT
wait yeah holy shit ive reinvented xray reconstruction like to a T lmao en.wikipedia.org/wiki/Tomogra...
its like a en.wikipedia.org/wiki/Tomogra.... Each 2x2 block of pixels stores a possible viewing direction and the entire raymarch path, 24 * 5 bit samples per colour (120 bits) with 8 bit max per colour channel. R, G, B, then the original colour value for the last pixel
en.wikipedia.org
Each pixel holds samples that are piecewise linear approximations of a raymarch, from the line defined by this desmos graph. Then I get the start and end points from the mesh at runtime, and reconstruct the integrated region. TL;DR so much math its hard to debug
www.desmos.com/calculator/m...
Latrix LIAV UV Encoding
www.desmos.com
normal latrix on the left, the texture sampled one on the right
I fixed the weird fringing from before 512x512 render texture, genuinely insane how it got to this point wtf
That normal reconstruction methods pretty solid (doing the normal reconstruction from the point of view of the laser) but its slightly weighted incorrectly, since it solves the direction vector to the tangent plane, not the planes normal itself. Ill try to fix that at some point
we'll also ignore the fact that the target for this math was.. not screenspace normals..
It even does better on the edge of the screen! I could definitely do better for occupancy and register count
Cant be fucked to type this shit all out again, but ive made yet another "Screenspace normals from depth texture" method, thats actually somewhat stable
Oh hun.. you can use attribute enums in shader properties
Don’t forget the imports it comes along with! Obviously you wanted bouncy castle in your project, for the fun factor! And a keymash library since it’s up and coming
just fyi to the unknowing,
for surface shaders, you can sample textures in vertex with tex2Dlod(_MainTex, float4(uv, 0, 0))
and in unlit shaders you get much more control, like Texture2D, Texture2D.Load(uint3(pixelpos, 0))
glad to see people are finally thinking outside the box!
I hate to say it.. but I’m feelin this right now with any social media. Find a platform, platform does shady shit, new platform made to not do shady shit, switch, repeat

xkcd.com/927/
Standards
xkcd.com
every single time for me:
"oh my god. Is this finally the day? is a do while loop actually good here? I cant- ah shit I could just do this instead"
fun fact, you can do transparency blending with editor script stuff
here's an artboard of my life in the shader compiler
I don’t need that many, but the community might :3 there’s a certain system everyone uses I’m currently overhauling. Just looking at my feed may give some hints as to what system that may be. All in due time.
Currently trying to fit 32 universes into a 64x64 CRT.
yes you read that correctly.
32. universes.