画質 高画質

NormalとMask吐いて、Reflex ShaderでMatcap当てたらこんな感じ。

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Sooo~ here's some first pass for custom his shaders and color study as well, aannd~ still on the experimentation stage. I might try to emulate the shader style of spyro. Sooo good day!

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SkyBoxに直接当てるとUVの切れ目がちょうど真上に来るからShaderで擬似SkyBox作って機能スキャンした自室Worldに設定したらなんかエモい

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D2 // ARMOR! and a lingering love letter to SRL/that bright as red shader.

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Current look of things. Hopefully I can get to fiddle with the shaders a bit more to get a look I want.

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ノイズで遊ぼうキャンペーン

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Some steps of watercolour shader. Left: things rendered as BG. Right: FG. Fx apply differently to each before they get merged. 1st row is used for noise sampling while respecting 3D space so things don't get jittery in motion. 2nd is colour only. 3rd shadows/highlights.

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Photogrammetry + ホログラム風 Shader を Unity Editor 実行して斜め上から見たときの様子😌
実空間から再構築したオブジェクトに非現実の Shader をかけるというのが、ちょっと魔法っぽい☺️

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Looking at refs and working out more stuff in watercolour shader… Biggest issue IMO has been that it's failed to replicate the more subdued hues of it, but this _is_ also supposed to be an evening scene, so I tried to look at some darker paintings. How am I doing? 😰

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Played around with my watercolour shader again today and modelled and texture a whale to play around with the shading on (and because I need a whale for my game that this shader is for anyhow)! 🐋

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このboundary effectはshaderですが

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I made a new out of a Halloween illustration. Initially made with Blender3D, I exported the image along with a depth map and a normal map and used them as textures in a WebGL shader. 🎃 💀 https://t.co/sQaiGDiJc5

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Fixed our transparency/sorting issues thanks to 's shader knowhow, now things are looking pretty solid :D

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2.8 Shader to RGB Node 😍

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So... LEGEND OF THE SHADERS -- the new comic written by me with and gorgeously illustrated by -- launched on Kickstarter this afternoon... and was funded in FIVE MINUTES. Five hours later we're already over $16K. YOU ALL ROCK! https://t.co/DbVHQnY0Oj

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pretty neat effect, eh? my crazy shader adventures have led me here

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Thanks! I use a gradient texture and 2 uv maps. the first uv is just flat colors, uvs scaled to 0. The second is just a top down gradient, made using uv project usually. I then blend the two uvs in shader before sampling the texture. Hope that helps!

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