## Line Render Neon effect in unity : how to over LineRender edge overlapping

I have follow this tutorial how to make 2d neon using linerender post and get neon effect nicely but when i draw a line with small circle even overlap a line with small edge its going worst shade is not my working part so im not expert in it… see the problem is
. im stuck to find any solution there is nothing much about linerender or neon line effect in unity on internet..

im using this alpha image
and apply this shader on linerender

Shader “Trail/Neon”
{
Properties
{
(PerRendererData) _MainTex(“Sprite Texture”, 2D) = “white” {}
_Color(“Tint”, Color) = (1,1,1,1)
_MainTexture(“Sprite”, 2D) = “white” {}
(MaterialToggle) PixelSnap(“Pixel snap”, Float) = 0
}

    SubShader
{
Tags
{
"Queue" = "Transparent"
"IgnoreProjector" = "True"
"RenderType" = "Transparent"
"PreviewType" = "Plane"
"CanUseSpriteAtlas" = "True"
}

Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha

Pass
{
CGPROGRAM


#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
#include “UnityCG.cginc”

    struct appdata_t
{
float4 vertex   : POSITION;
float4 color    : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct v2f
{
float4 vertex   : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord  : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};

fixed4 _Color;

v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;


#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap(OUT.vertex);
#endif

    return OUT;
}

sampler2D _MainTexture;
sampler2D _AlphaTex;

fixed4 SampleSpriteTexture(float2 uv)
{
fixed4 color = tex2D(_MainTexture, uv);


#if ETC1_EXTERNAL_ALPHA
// get the color from an external texture (usecase: Alpha support for ETC1 on android)
color.a = tex2D(_AlphaTex, uv).r;
#endif //ETC1_EXTERNAL_ALPHA

    return color;
}

fixed4 frag(v2f IN) : SV_Target
{
//standard sprite shader, only this part is different.
//takes the sprite in
fixed4 s = SampleSpriteTexture(IN.texcoord);

//makes a colored version of the sprite
fixed4 c = s * IN.color;

//makes the grayscale version
fixed n = (s.g + s.r + s.b) / 3;

//So, I've scrapped the previous calculation in favor of this I'll leave the previous one in too, just for reference
c = (c*3 + n*c.a)*c.a;
//Adds the grayscale version on top of the colored version
//The alpha multiplications give the neon effect feeling
//c.g = (c.g + n * c.a) * c.a;
//c.r = (c.r + n * c.a) * c.a;
//c.b = (c.b + n * c.a) * c.a;
// You can add c.a multiplications of colors
//(i.e. turn  c.g to c.g*c.a) for less color in your effect
//this saturates the insides a bit too much for my liking

return c;
}
ENDCG
}
}


}

anyone help me to find out the solution thanks in advance and its very appreciated .
special thanks to how to make 2d neon using linerender

## unity – How can I add orbit effect to the camera?

On my player I have the component Animator , Rigidbody , Capsule Collider , Third Person User Control script , Third Person Character script.

On the Main Camera there are two scripts but only one is activated for now : Camera Follow and Mouse Orbit With Zoom :

The Camera Follow script is working fine. The problem is when I’m activating the Mouse Orbit With Zoom script if I move the player with the keys WASD and also rotate orbit the camera with the mouse the player lose focus. He does change his direction according to the mouse rotation but also lost focus :

And also for some reason I can make the camera rotation to be diagonal:

The reason Main Camera is not child of the player is that it’s making the camera stuttering and rotating very fast on place. That is why I added the Camera Follow script.

The Camera Follow script :

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class CameraFollow : MonoBehaviour
{
public Transform player;
public Vector3 offset;

// Update is called once per frame
void Update()
{
transform.position = player.position + offset;
}
}


The orbit script :

using UnityEngine;
using System.Collections;

public class MouseCameraOrbit : MonoBehaviour
{
public Transform target;
public float speed;

private void Update()
{
if (Input.GetMouseButton(0))
{
transform.RotateAround(target.position,
transform.up,
-Input.GetAxis("Mouse X") * speed);

transform.RotateAround(target.transform.position,
transform.right,
-Input.GetAxis("Mouse Y") * speed);
}
}
}


My game is adventure game type and the main goal is to make player movement to be with the keys and also to be able to look around like orbiting with the mouse because only following the player will not show where to go , that is why I’m trying to add orbiting, but the orbiting part is just not working good.

## Is damage rolled for once per area of effect spell, or rolled once per target?

I’m trying to figure out whether you roll damage for AOE spells as a group or individually in the Fantasy AGE system. I can’t find any explicit mention in the rulebook.

For example, the spell flame blast creates a 8×2 area of fire. Anyone in that area takes 2d6+1 damage unless they make a successful Acrobatics test in which case they take 1d6+1.

In this case there are at least two damage rolls going on, but it’s unclear if there are just two separate values for damage pre-rolled for the whole group, or if damage for each target is rolled separately.

If anyone can point me towards some applicable rules (or confirm that this is something the GM has to rule on) that would be wonderful.

## shaders – Help with Unity global illumination removes cel shaded effect

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## dnd 3.5e – Shrink item effect versus locked door, what happens?

Unlike a growth effect, there is no clause about stopping the size change if one cannot burst something which restrains the change, so there are differing opinions about if the hinges and lock or locks (or some psionic or magical effect) on a door would restrain the shrinking effect it not.

Thus, can a door which is locked or otherwise restrained in some fashion be shrunk to gain access?

## Probably not.

Death Ward protects against:

…all death spells, magical death effects, energy drain, and any negative energy effects.

The normal way that the rules determine what spells are included in categorical descriptions like this is using the descriptor system. Descriptors are tags found in spell descriptions that describe what kind of spell they are. According to the rules:

Most of these descriptors have no game effect by themselves, but they govern how the spell interacts with other spells, with special abilities, with unusual creatures, with alignment, and so on.

In other words, these things exist specifically to tell you stuff like whether Death Ward will protect you from Implosion. And there is, in fact, a (Death) descriptor, that gets applied to instant death spells. For instance, take a look at Finger of Death.

Implosion does not have the (Death) descriptor. That suggests to me that it is not blocked by Death Ward.

I’ve also seen it argued that Implosion, despite not having the (Death) descriptor, squeaks its way into the protected category by counting as a “magical death effect,” based on the definition of “Death Attacks” in the rules for special abilities:

In most cases, a death attack allows the victim a Fortitude save to avoid the affect, but if the save fails, the character dies instantly.

• Raise dead doesn’t work on someone killed by a death attack.
• Death attacks slay instantly. A victim cannot be made stable and thereby kept alive.
• In case it matters, a dead character, no matter how she died, has -10 hit points.
• The spell death ward protects a character against these attacks.

This description does sort of match the effects of Implosion if you squint. However, this is in the rules for Special Attacks (a subcategory of Special Abilities, things you might see in a monster’s stat block). In my opinion, this means it is not applicable to spells, and has no impact on the interaction between Death Ward and Implosion.

## How Held Items work outside of combat is up to the GM

The section on Pokémon Items (page 296) states:

(…) During battle, a Pokémon may be given a single “Held Item”. (…) On the following page is a chart listing various Held Items that grant a specific boon while held as a Static ability. (…)

So the question becomes how do static abilities work? The section on Abilities (page 310) states:

(…) Most Abilities are passive effects, or Static in game terms, that are constantly on whether for good or ill. (…)

Therefore, things like Toxic Orb and Flame Orb are constantly active, even at the very start of battle. That said, I could not find anything detailing how Held Items or most other things work outside of combat. Whether something like a Toxic Orb or the Dry Skin Ability takes effect outside of battle is, as far as I could find, left up to the GM.

### Flame Orbs and Toxic Orbs can be dropped, which might end Burn/Poison

Both of these items include the following line in their descriptions:

(…) Standard Action to drop.

Whether dropping a Flame/Toxic Orb actually ends the Burn/Poison is something I couldn’t find. I could see a GM ruling either way on this, but I would rule that Burn/Poison is the static effect of the item and thus once the item is removed, so too is the Burn/Poison.

Further complicating this is the fact that Burn and Poison are both Persistent Status Afflictions (page 246):

(…) Persistent Afflictions are retained even if the Pokémon is recalled into its Poké Ball. (…) All Persistent Status conditions are cured if the target is Fainted. (…)

So if your GM has Held Items take effect outside of battle and has dropping Toxic/Flame Orbs not end the Status Afflictions, your only options left would be using Items/Abilities that specifically cure Burn/Poison or waiting until the Pokémon faints.

### Regardless, Burn and Poison don’t do much outside of combat

Burn and Poison only damage your Pokémon if they try to take a Standard Action. Thus, it is entirely possible for your Pokémon to be Burned or Poisoned (or both) outside of combat and not be suffering the negative effects because they are not taking Standard Actions.

## c++ – Why my code changes don’t take effect in editor UE4?

I have a plugin in my project to move around stuff with gizmos(much recommended tool, by the way).
It has quite a few blueprint functions that I use.
I would like to add some functionality to it, though.

So I opened up the related cpp files, namely TransformerPawn.cpp and had a look around, and found a few starting points where I can add GEngine debug messages, to see what is going on…

I chosen a few blueprintcallable functions and went ahead by:

• added those debug messages, but they do not take effect at all…
• added some other code(move the actor 1000000 units away in tick), but still nothing…
• commented out code, but blueprints kept working…

I added the Engine.h header in my cpp. I also tried rebuilding the solution…
And yes I hit compile every time… 😀

To test things out I added an empty C++ actor, and added a blueprintcallable function to it to print out debugmessages(GEngine), and it worked as it should be… I can see the debug messages…

## dnd 5e – Since advantage and disadvantage caused in a heavily obscured area cancel out, what effect does it have in combat?

In addition to all the other answers, which cover the big details, there is another key difference.

Advantage and disadvantage to attacks do not always even each other out, there can be situations where the advantage/disadvantage tradeoff is useful even without an ability to see through darkness.

The big benefit comes from placing your target in darkness but not yourself. Your target is blinded no matter what, You are effectively ‘blinded’ if you attack your enemy in the darkness as well, but your enemy has disadvantage when attacking you through the darkness and if you attack him with a long range attack your disadvantage even’s out with his advantage to give you a net gain.

Thus any situation where your enemy has long range attacks you can benefit from casting darkness on where they stand. In the best case scenario, where they can’t move out of the darkness, you now have forced disadvantage on every range attack they do for the entire fight. Worse case scenario you force everyone in the darkness to spend an action to move out of the darkness wasting actions.

So some situations in which it’s useful to put your enemy in darkness:

Imagine fighting in a courtyard with enemy archers attacking form some overhead wall. Casting darkness on them would work wonders, it wouldn’t affect you but they would either have to spend several rounds moving down to the courtyard, and closer to you, or put up with constant disadvantage.

You won’t make any attack rolls, you just want to survive the volley of arrows/spells until you make it to safety

Maybe one or more of your party members just sustained some major injury and is near death. You’re enemy goes next and is going to try to finish them off. If you have no other option a darkness spell can increase the odds that your team survives the next attack so it can heal/regroup.

Alternatively maybe the enemy is attacking civilians or your on an escort quest or simply is smart enough to all focus their ranged attacks at one vulnerable ally who’s doing something plot critical. The situation is all the same, at the moment you want those people safe.

Any situation in which a total defense action would make sense, darkness would as well. Since total defense would not be an attack roll, it means you get high defense and your enemy disadvantage giving you a very good chance of negating every attack.