画質 高画質

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

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(Progress 8) Working on a lighting engine. Dynamic (no bounce) lights were surprisingly easy! Strangely, shadows look like giant pillars. Need to figure out how to light the walls

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Experimenting with a toony shader style.

With being the guinea, uh, wolf?

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今までToonはSurFaceShaderで書いてたのをUnLiteShaderで書き直して、ついでにアウターラインっていうのかな?枠線を追加してみた。 現在試行錯誤中

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My OC, Leila in progress using my own toon shader

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My textureless "Noisy" shader, creates alot of different patterns, colors and behaviours. This is using generated noises and layers

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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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ぬぬぬ球状になっちゃいますね・・・
一枚目が望んでいる形で、二枚目が現状です…
shaderむずず…

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[Unity NPR test(戌神ころね)]
Left is Unity's default shader.
Right is after edit shader:
-phong tessellation to smooth polygon
-Inverted Hull outline(smooth normal preferred)
-low threshold & intensity, wide blur bloom
-TAA(blurry is a plus)

-..(word limit)

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Grabbed a couple shots of the sunrise this morning ☕🌄📸

Gotta love that view. Such natural beauty✨

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The new of the Week is 'The Amazing World of Gumball' by emmasteimann : https://t.co/tJ6pAwJxGj

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these details and texturing are just temporary, still working on the shaders. soo~ here's the ZB and SP viewport screens

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Heck I even made a made a mock up of a shader ball and it's still doesn't look right

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好きな色合いが出たときは、ちょっとだけ嬉しい。

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I have been in a massive artblock thanks to college. Here. Have a simple shader reference of Roosevelt for my upcoming cartoon.

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