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Have been playing around a little with Stained Glass shaders, and some volumetric ray-marched light... rays, I guess. ☀️🪟
Made as part of @HarryAlisavakis' #TechnicallyAChallenge
My submission for the Potions/Alchemy challenge. 🧪
Added some movement, Tried transparency but double sided faces was causing sorting issues and I didn't even like it so went back to opaque 😄
#TechnicallyAChallenge #Unity3D #shaders
@lithium534 There's no billboards, just a bunch of quads with random rotation and a texture applied & alpha clipped. That way the position of leaves doesn't rotate with the camera which might look a bit odd.
My most popular shader/artwork is this waterfall 💧✨
Of course, everyone always loves water-related shaders! 😄
Whirlpool one was really popular too. https://t.co/6a8WoSKqn4
First two stencil passes ensures the sphere is drawn correctly.
- Stencil { Ref 1, Comp Always, Pass Replace }, Cull Front, ZWrite Off, ZTest Greater
- Stencil { Ref 0, Comp Always, Pass Replace }, Cull Back, ZWrite Off, ZTest Greater
(note, right side of image is actually both)
Hey! I wrote up an introduction to using World space (projected / planar) UVs and Triplanar mapping in shadergraph. Hope it's useful to someone. 🙂
🔗https://t.co/Or9aTV6y5o
Some have asked me about the outlines in my recent tweets, see thread.
The black outlines is usually known as an "edge detection" shader, applied to the entire screen like post processing. This tutorial is a good one that goes through the actual shader :
https://t.co/vbkevgFoKO
Added foam trails / interactions with water.🚣♀️
I'm using ring-shaped particles on a separate layer, rendered to a render texture by a secondary orthographic camera looking directly down. This texture is then being passed into the water shader. #unity3D #madewithunity #shaders