Remaking ELDEN RING's Eternal City Stars

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In this shader case study we go over Elden Ring's eternal city star particles from theory to implementation. Discussed topics include random transformations, emission, optimized blurring, and bloom.

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Music:
Joy - Persona 3 OST
Iwatodai Dorm - Persona 3 OST
During The Test - Persona 3 OST
Afternoon Break - Persona 3 OST
Guts Theme - Berserk
Police Station - Persona 1 OST

Thanks for watching!

This video is dedicated to my friend, Alotryx.

#acerola #gamedev #graphics #unity #unity3d #madewithunity #indiedev #unity2d #eldenring #shader
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At some point he's gonna make enough tutorials to make that grass scene into an actual game.

AbhilekhPandey
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One thing you missed is the fact that the Elden Ring stars disappear when they're too close to the player.
As such, I didn't like that one star really close to the camera when you were explaining the effect, but at the grass scene, it's perfect.

avstube
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I appreciated the tangent joke. Well done. Very entertaining and engaging presentation.

ElegantWaster
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Please do not stop the peformance tips, we need those

Straxedix
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Sebastian Lague but make it chaotic. Love your explanations and editing!

revellious
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What you are doing with you channel is SO useful. Please continue.

vincent.caruso
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I think in this case (GPU downsampling vs gaussian blur) it would make more sense to compare the frametimes instead of the percent change in frames per second. The gaussian example at 7:12 takes 2ms per frame, which is only a 64% loss if you're already getting 800 frames per second. If it was added to a complete game that was getting 60fps, an additional 2ms per frame would only drop it to 54fps or a 10% loss. (Still not great, but not quite as drastic)

hellomistershifty
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Watched these out of order. So THAT’s where the stars came from!

ViRiXDreamcore
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Good art that doesn't kill performance makes my brain happy. That blur trick is genius

rando
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Pro tip: rotation matrices with trig functions sucks ass I have sworn off rotation matrices with trig functions and my new best friend is calculating rotation using reflections.

Any rotation can be expressed by two reflections, and for cases like this, where a flipped model won't be an issue, just 1 reflection will work. The equation for reflecting vector(vertex) 𝑣 across unit vector 𝑎 is just:
𝑣 - 2(𝑣⋅𝑎)𝑎
And if 𝑎 is not a unit vector, just divide by 𝑎²:
𝑣 - 2(𝑣⋅𝑎)𝑎/𝑎²

I got this revelation from Marc ten Bosch's video on rotors from geometric algebra, which I would highly reccomend.

luna
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A bloom technique I worked on years ago was a combination of a separated gaussian blur with the downscaling technique you mentioned here. Just downscaling is prone to bringing out the ugliness of the bilinear sampling, and just gaussian requires a large kernel size to get acceptable results, but a small gaussian kernel mixed with downscaling gives you the best of both worlds!

equivocator
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Loving your stuff please keep pumping these videos.

Nayckron
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it's beautiful. slightly terrifying out in the open sky looks like the moon exploded. probably why Elden Ring used this effect in the first place.

may give this a try myself.

micahwithabeard
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criminally underrated channel. been binging your videos for days now

fubbernuckin
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I work on video and vfx, so coding shaders is only adjacent to my field, but still your youtubes are really interesting, and helped me understand how some of my most used effects work.

Thanks for sharing.

DonChups
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Just discovered your videos. This is so fascinating and in-depth!

Hifuutorian
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I like the style and pacing of your videos. Keep up the good work

jordonwaters
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The Yard (Slimecide) reference was perfect 🪦

web_dev_cz
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Got both questions wrong in Will it Scale but jokes on you I was already subbed

libberator
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your videos are so good, I hope more devs find you

ndles