About Me

Hi. I'm Josh Ols. Lead Graphics Developer for RUST LTD.

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crunchy.bytes.blog[at]gmail[dot]com

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Entries in Blog (28)

Tuesday
Aug052014

Projects using Alloy

So yeah, just want to give a shoutout to current and new projects using Alloy. 

 

Satellite Reign

From the minds behind Syndicate, they ran a kickstarter a while back to make a spiritual successor to that classic to make up for the atrocious FPS "sequel".

http://satellitereign.com/

 

The Corridor: On Behalf Of The Dead

An atmospheric first person sci-fi horror adventure, set within the mind of a suspected killer. They are currently running a kickstarter, which I will be backing! :p

https://www.kickstarter.com/projects/1910846425/the-corridor-on-behalf-of-the-dead

Friday
Jun202014

On Unity and Shader combinations

UPDATE

My discussion on the topic on the Unity forums. Found a few useful tidbits out from Aras, and thought I should share:

64 Keyword Limit questions

 

ORIGINAL

So yeah, I discovered today that Unity has a 64 unique keyword limit for all shaders in a given project. What this means is that Unity's ever so useful "#pragma multi_compile" directive is no longer a viable option for managing thousands of shader combinations because I will always hit this limit more often than I'd like. So I am forced to manually generate shader combinations that get selected from the shader menu rather than using dropdowns and checkboxes from the material UI. >_<

As a result of this, I am investigating a way to generate all these shader combinations via script. Ideally, I can make a bunch of reusable fragments, then generate all the combinations I need with the push of a button. Updating them will be a synch, as I will only need to update the fragment and the wizard will overwrite all the shaders (no more clumsy Replace in Files). Though it has a high initial cost, as I need to figure out what all this script will need to do. 

Saturday
May312014

Update 05-31-2014

Just a quick little update to say what is going on with RUST and Alloy:

  1. Unity 4.5 is amazing, and you should start using it ASAP. The faster shader compilation is insane, and has saved a ridiculous amount of development time already.
  2. Our team finally got a code management server, so that will speed up development since we can more easily coordinate our efforts.
  3. Working on a new ubershader approach for Alloy that reduces the amount of shader switching, and enables cool new shader combinations. 
  4. We're working on integrating Alloy with Skyshop's new Sky tweening system. Both fortunately and unfortunately this requires changing the way we enable Box Projection mode since Marmoset wants us to use their new UI. 

 

Other than that, some worthwhile causes to look into:

  • https://www.kickstarter.com/projects/readingrainbow/bring-reading-rainbow-back-for-every-child-everywh
  • http://www.gofundme.com/8fbxk8
Wednesday
Feb262014

Alloy 2.0 Released!

After a brutal 3 month long rewrite of the framework and a slew of new features, Alloy 2.0 is now available. Among the many improvements is the addition of the following features:

  • Enhanced BRDF with an increased max specular power and improved visibility function
  • View-dependent specular occlusion
  • Packed material maps
  • Specular AA via precomputed Toksvig factor
  • Skyshop integration
  • Substance Designer 4 preview shader
  • A whole bunch more...

 

Links:

Alloy Physical Shader Framework by RUST LTD. forum thread

Alloy Asset Store page

Thursday
Nov212013

Alloy Released!

At long last, our new physically-based shader framework has been released to the general public. Please feel free to check out the details in our anouncement thread:
http://forum.unity3d.com/threads/212354-Alloy-Physical-Shader-Framework-by-RUST-LTD