You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
Nico de Poel c41003a6ed First pass of the Spawn blob explosions. The second part that has a cylindrical shape is hard to get right. 5 years ago
..
Materials Replaced previous Lightmapped shader with a generic Quake uber-shader, which is based on the Simple Unlit shader and allows choosing between lightmapped or blinn/phong lit, as well as emissive properties. Applied this to both the Entity and World materials, which is another step towards creating a unified and authentic look. 5 years ago
Particles First pass of the Spawn blob explosions. The second part that has a cylindrical shape is hard to get right. 5 years ago
GLQuake.asset First pass of the Spawn blob explosions. The second part that has a cylindrical shape is hard to get right. 5 years ago
GLQuake.asset.meta Made a start on scriptable visual styles, which encompasses material templates, mesh renderer configuration and texture assignment. The default implementation is based on the GLQuake look, but everything can be overridden to create completely new visual styles. 5 years ago
Materials.meta Made a start on scriptable visual styles, which encompasses material templates, mesh renderer configuration and texture assignment. The default implementation is based on the GLQuake look, but everything can be overridden to create completely new visual styles. 5 years ago
Particles.meta Added a first version of the particle explosion effect, reconstructed using Unity's particle system as close to Quake's original particles as I can right now. 5 years ago
Software.asset Added a Software mode visual style, with point sampling and affine texturing, and without any liquid transparencies. 5 years ago
Software.asset.meta Added a Software mode visual style, with point sampling and affine texturing, and without any liquid transparencies. 5 years ago