I did another Shader Graph experiment for projects, based on yesterday's shader, for today's daily post!

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

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Effect : TPOshader, dropShadow, cheaplens

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day 40.
Today I'm going to a wedding, most likely won't have time later on. I just played around with materials in to see what looks better, in the left pic the planet have now a toon shader, I kinda like it, but not yet there.

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And if you want to see what a difference a shader can make, here's a side by side of the realtime Xenobia. First is a normal lambert shader, second is the lovely gigantic character shader built by

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Today's case study :
Skin shader, Subsurface Scattering material creation in Arnold renderer. ( Maya software )

Polypaint test from Zbrush.
Decimated model.
No specular map/displacement map

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Here's another group of explosion assets to enrich your scenes of devastation with a few clicks. Giving instant feedback because it is a shader, not a dynamical simulation. Adjust the look directly at any certain time, without running a simulation. https://t.co/4ukBhG6ao7

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Seems to be no toon shader, tried to follow some tutorial but only got this hideous result

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Messing around with the new probability shader, sss and xgen with the digital asset Louise.

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created an awesome volumetric swirl shader, and I've been messing around with it for about 3 hours. I've created a nebula with it. Super fun stuff. Tons of potential.



cc: :)

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Up and coming avatar on my patreon <3!

Left uses Yukio's fur shader, and right is just using regular normal maps and stuff~ Gonna include both since the fur shader kinda gives a hit to performance in some cases O:

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To get a consistent, just about faithful lighting system for my game I've gone for just two simple methods so far: I have simple shading on models using a custom Toon shader, and sprite-based shadows at low transparency for shadows. This combination turns out reall well imo!

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🕹️¿QUIERES APRENDER MÁS SOBRE SHADERS?🕹️

Hemos recopilado tutoriales, vídeos, webs, etc... con información sobre programación shader, tanto orientada como no orientada a Unity, ya que queremos aprender más sobre el tema. ¡Os compartimos a tod lo que hemos reunido!

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Ft. nightsorcery, Ixbran, Glitchyvan, Fenrir_Shader, Tecwyn

Please Retweet

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effect+aviutl
+ PowerShader,カラコンシェーダ

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Fast Shader, one of the default ones! :)

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Doing some visual experiments. Blur screen shader, Sprite3D, Screen Space AO, emissive mesh and glow.

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I mean.... on one side I do hope that they repack the game with new modes, shader, and new characters. Kinda like Arcade Version. But on the other side, I hope the game burns to the ground. All cause I'm still pissed that I used $80 on a game I hoped to get and didn't get. Upset.

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Here's some destiny stuff I did I think?? Last year? My guardian rockin that sweet dead orbit shader, and my entry to the bungie day contest

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