Just a simple "scatter" effect for ARPG. Really easy mechanics, little 4x2 sprite sheet followed by distortion

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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.

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I've done to apply the shadow to the plane object that transforms by the vertex shader.

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VRoid looks great with UnityChan Toon Shader.

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After loading "KdGreenerShader.fx", the model is getting dark. How can I solve this problem?
before: after:

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Try out some displacement shader.

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I just add support for PBR textures and the required wiring on the default shader. Feels very nice see this just after typing: glslViewer BoomBox.glb -C uffizi_cross.hdr https://t.co/d1yGeQFOJQ

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Here are the textures used in the water shader. The first texture is displaced by the second one, and then a color ramp is applied to make it look like water (or lava, slime or honey!)

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this's today's progress.
i remade the last shader.

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i made these solely because i have a jello physics shader.

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135 - Daily Shader.
.
Well. Whatever

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It's one mesh with some modifiers on it and a custom toon shader. The texture is a procedural Voronoi cloud which I animate using an object. Then I use an other animated texture to mask the alpha, and voilà.

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Here's a mix of ToonKit OSL shaders and Cycles indirect light - in the same material! The Cycles shaders are only getting Indirect lighting, so I can just add it to my toonKit shader. Now I have full control of toon, and still have reflections.

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Had a go at writing composite video shader.

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Hey! This week I've been making Jellyfish, animated using vertex displacement in the shader. Inspired by the amazing work by ! 🤩

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Hey! Wanted to use the 'Scene Color' and 'Scene Depth' nodes a bit, which developed into this water shader. It's all drawn to the plane so the camera can't go below the surface, but it looks cool. 🌊#unity3D

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Working on a fancy crystal material! Had to refactor the deferred lighting to get it to work. Interestingly all the surfaces in this room use the same

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I'm not good at videos, or math. But here's a pastebin of the shader. You can literally copy-paste it in your won material to take a closer look
https://t.co/6SYJyxEuE9
Keep in mind that you'll have to make your own textures (not keen on sharing those) Here's what they look like

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