u/StigGames

1 post karma · 2 comment karma · joined 23d ago

  1. 1points

    Why is my shader graph preview of this sprite different compared to the normal sprite preview?

    0 comments · source

  2. 1points

    Why is my shader graph preview of this sprite different compared to the normal sprite preview?

    1 comments · source

  3. 1points

    Why is my shader graph preview of this sprite different compared to the normal sprite preview? (self.Unity2D) [Question/Help]

    3 comments

StigGames

I have done that already. This is the comment i got from unity forums :

The extra dots are not a bug in your shader or in Unity.

They come from the source texture itself.

Where the dots actually come from When you export a sprite with transparency from LibreSprite (or Aseprite, Photoshop, etc.), the fully transparent pixels still contain RGB color data. Most image editors do not zero out the RGB channels of transparent pixels. They just set the alpha to 0 and leave whatever color was there before (or random leftover values from anti-aliasing, previous layers, compression, etc.).

Unity’s normal Sprite Renderer and the built-in sprite shaders always multiply by alpha, so those leftover colors become invisible.

Shader Graph’s Sample Texture 2D preview (and any material that doesn’t properly use the alpha) simply shows the raw RGB values. That’s why you suddenly see the dots only when you look at the texture inside Shader Graph.

This is extremely common with pixel-art sprites. Roughly 90% of transparent PNGs have some amount of this “garbage” RGB data in the transparent areas.

Why connecting Alpha fixes it Once you plug the A output into the Fragment’s Alpha, the shader starts discarding/masking those pixels the same way the normal sprite material does. The dots disappear because their alpha is 0.

You don’t need any special workaround nodes (multiply RGB by alpha, Branch, etc.) unless you specifically want a cleaner preview inside the graph. The normal connection is the correct and intended way.

StigGames

Hi, I'm building a roguelike multiplayer board game with singleplayer planned after. If you're interested in this genre, please DM me.

StigGames

I recommend watching a youtube video first on making a small game, change a few things and release it somewhere. This could give you the confidence to finish the game and you'll learn the full flow from beginning to end.

StigGames

Very informative, thanks!

StigGames

I took a quick look at the page (couldn't watch the trailer), so maybe consider this opinion as from a guy who randomly clicked on your steam page. First i looked at was the capsule, I thought the game name was The rrow. Maybe because of how white that's written in, it took me a while to notice the A.

Then i scrolled through the screenshots. This is what I understood. There is a gun and you can shoot, there are monsters you can shoot, and after scrolling a bit more, you can drive too. That seemed generic to me. Maybe including more of other gameplay elements could help?

StigGames

Thank you. Hope nightmare : awakening goes places.

StigGames

Multiplayer is almost ready but a bit of art is still pending, so I've not shared it much. I have gotten a few people i know to play it and they said they enjoyed it, but I've not reached out to other playtesters yet, which I hope to do soon!

StigGames

I'm currently working on Orbis Capture.

A roguelike pvp board game, where you've to capture the enemy flag using your troops : rock, paper and scissor. Each team starts with a random passive orb (ability), collect coins in the map and move to the shop and buy active orbs, which are per troop and more impactful. The pathing will be different each game since mountains could block your way, and make sure to get control of the shop before your enemy blocks it off and you've to fight for it.

Also planning a single player mode with different bosses.

StigGames

A roguelike pvp board game,where you've to capture the enemy flag using your troops : rock, paper and scissor. Each team starts with a random passive ability, collect coins in the map to move to the shop and buy active abilities, which are per troop and more impactful.

Also planning a single player mode with different bosses.