"Steep Hike Back to Camp" My third attempt at a toon landscape with 100% shader graph, no textures. Grass clumps inherit terrain color and cloud shadows with depth based toon outlines. GIT: https://t.co/VoZsnscqJz

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I'm working on a snow shader that adds some volume to the objects in I'll share a tutorial for it in a few days :)

Any thoughts so far?

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ShaderGraph使うためにURPで作ってるからUTS2使えないのがきつい……
Shaderわかんないから調べて出てきたセルシェーダで置いてみてる
作業途中のモチベ維持

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It's starting to look less like a weird egg!

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Trying myself at some chill shader... It still need some work but I think that's a good start!

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ShaderGraphで作ったトゥーンシェーダー+ポストエフェクトのアウトラインシェーダー×2で作った静止画ちゃん!

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息抜きにShaderGraphでレイマーチングノードでもつくっか。

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This gives me a mask where shadowed parts are black and non shadowed parts are white. From there I piped the node into shadergraph, used a couple of invert color nodes to mask things correctly, and added it over the regular lighting node and texture.

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further improved on the fake SSS in the stylized shader. keep the glow coming! ☀️

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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

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UnityのURP環境でライトと影が扱えるセルシェーダーを公開するよ。パッケージの一部にUnityのサンプルコードを含むので注意してね。自由に使ってもらってOK。ShaderGraphで作ってあるので改造もいけるぞ。Unity2019.3で作成。
https://t.co/2MvBZuENTY

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So was porting the water shader to LWRP and found out that if you take the depth blend (with scene depth and stuff), if you offset the mesh (to make waves for example), the depth blend goes with the mesh, it just doesnt care about the rest, so it moves with the mesh

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うわあああ~

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Creative Blog ShaderGraphで画面効果 | Creative Blog
https://t.co/vwsjkblJ2x

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You can never have enough water shaders, here's one inspired by . Made entirely using Unity's shadergraph.

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ShaderGraphでエフェクトの勉強

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Hi ! I'm Maëlle, a student game artist. I like peaceful things, and love learning (shadergraph in all the 3D stuff, etc.). Here are some things I've worked on this year !
Itch io : https://t.co/tSfOrW4lAC
ArtStation : https://t.co/uHKNNJgQfz

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Hey! This week I've been a bit busy with other things, but I made an ice shader using a Fresnel Effect, with normals created from noise put into a 'Normal From Height' node. ❄️#unity3D

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It's also worth mentioning that the above is a 'simpler' version of Interior Mapping. I don't fully understand the additional nodes, but they prevent some warping (+ fraction node to make multiple rooms). (Used https://t.co/R6XS1d61IE as reference)

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Adjustable sprite outline shader anyone? I'll make a YouTube tutorial shortly, and make the shader available to use.

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