I implemented Valve's Camera-Facing UVs paper from Portal 2.

Nov 16, 2023 · 6:54 PM UTC

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Replying to @Wunkolo @SpAM_CAN
Was such a cool thing for the little paint bubbles :)
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It is!!! I think Splatoon used this technique too for the single-player ink
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GIF
Replying to @Wunkolo
Would you mind linking the paper and where you get it from usually? Do you just browse GDC?
Here! cdn.akamai.steamstatic.com/a… I just remember reading it ages ago and had an exceptional moment where I needed something like it and hunted it down again. I generally do read the latest GDC and Siggraph papers so that I can remember them later for moments like this.
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Replying to @Wunkolo
Looks good. I love Valve's shader tech from back in the day. They had lots of amazing ideas like self shadowing normal maps. A shame most of it never became standard.
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Replying to @Wunkolo
Wooooot, where can I find out more about this black magic??? How do you get the POS of each billboard in the texture to apply the functionality?? So many questions
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Replying to @Wunkolo
Looks like sprites start getting cut off when viewed from the side. Is there a way to deal with this?
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Replying to @Wunkolo
This could be super cool for grass
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Replying to @Wunkolo
goes hard
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Replying to @Wunkolo
It's looking really good! Valve really was up to something back then
Replying to @Wunkolo
I NEVER??? NOTICED THIS???
Replying to @Wunkolo
thats so cool
Replying to @Wunkolo
Very nice! I've looked at that paper so often but never had the chance to try it.
Replying to @Wunkolo
is it a bit like orthographic projection and/or using the texture space nearly like an billboard to the camera? (will take a look at the link)