First steps in ShaderGraph + UI-workaround
Dreamcatcher Games - March 07, 2023
We have now dared to try out ShaderGraph.
It is a really great tool to quickly and visually create shaders over nodes.
We used this as an opportunity to build a small UI sprite shader for ourselves.
It was great fun to get to grips with the subject matter.
However, with the Unlit-Sprite Shader we have chosen a shader that is not officially supported by Unity with a canvas.
However, the great community has fixed this bug itself with a small workaround. We will present this to you again at the end.
In the following picture you can see the used properties of the shader.
The shader allows you to color the main texture with a hue value.
A mask can be used to set a separate highlight, which can also be limited with a texture.
You can set your own color for this texturing.
If you want to have it a bit more exciting, you can activate a noise that acts on the texture.

Here you can see the current ShaderGraph.

We simply took a small Pokemon for testing and quickly (and not nicely) created a mask.
Here you can see the simple masking with the noise.

The following is a variation with an additional texture and a different hue value.

Now you can use the shader for 2D sprites but unfortunately not with the image component in Unity. The transparency of the sprite is ignored by the image component.
To do this, the user jessmwoodward has found a solution in the forum.
"I noticed that the generated code from the 2020 version of one of my Shadergraphs seems to behave properly in 2021. Looking at the difference in generated code between the two, it looks like 2021 introduces two extra passes - titled SceneSelectionPass and ScenePickingPass.
I copied the generated code from one of my Shadergraphs into a standard surface shader doc, deleted those two passes out, saved it, and now my UI alpha is rendering properly again."
If you remove these two passes by saving the ShaderGraph as a normal shader, you can now also use the shader for image components.
We use version 2021.3.20f1 and it works as we had hoped.
Unity - Tools - Behind the scenes
Dreamcatcher Games - March 02, 2023
Our prototype is taking shape.
We are currently working a lot in the background on the mechanics and on some tools that support us in the development.
In today's blog we want to briefly touch on what we are currently doing and how we are doing it.
Due to years of experience, we decided to use the Unity3D engine.
We are satisfied with the performance and quality of the engine and will therefore limit ourselves exclusively to Unity3D for the time being.
As usual in Unity3D, we develop in the programming language C#.
We are making good progress in terms of our work behind the scenes.
We have already been able to create a good basis for mechanics and implement some mechanics as well.
As already mentioned, we are also working on small helpers to support us in our work on the game.

In the picture above, you can see a section of a tool that we have developed - our translation tool.
This will enable us to add more languages as easily as possible at a later date.
We want to make sure that this is the case in the future, that more players can play our games in their native language.
Of course, this is also a cost factor, which is why we cannot and do not want to make any promises at this point.
Last but not least: the story
We are still working on our story and will soon be putting the finishing touches to it.
We are nearing the end of the pre-production phase and look forward to starting the production phase soon.
Let us catch dreams
Dreamcatcher Games - January 27, 2023
In 2023, we will really take off. We are currently working on a concept and a prototype for our next game.
We can't reveal much yet, as we are of course still at a very early stage of development.
However, we hope to create something great with our next project.
We are currently planning for an atmospheric horror single player experience.
We try to get the best out of our resources and want to get the most out of our game.
As the development will certainly take a long time, we ask for your patience until we can provide you with further information.
If you want to help us, you are very welcome to use our support options.
We are looking forward to this dreamlike journey with you.