Man.. Unity's new Shadergraph tool is a lot of fun. Even though it's pretty broken in it's current state, I managed to make a new water shader that is much better looking than my old one. The best part is that I now actually understand what is going on :)

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実は現在Shurikenエフェクト本を執筆しております。
先日ツイートした作例も掲載します。ShaderGraphに加えてHoudiniやSubstanceも使うのである程度中級者向けになる予定。
(編集さんにはもうちょっと書き上げてから呟いたほうがいいですよと言われたんですが・・・言っちゃいました)#Shuriken書籍

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I wrote a short article on the Zelda-inspired shader I made some time ago in ShaderGraph: https://t.co/QrDRkyZgWa
It includes an explanation of some tricks I came up with, the custom node I used, and a high-res image of the graph.

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ノイズで遊ぼうキャンペーン

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ShaderGraphで作ったアメコミシェーダー。
奈良さんだけど千葉さんのコミックアートシェーダーを参考に。
本家の出来には到底及ばないですけど😂
※キャラモデルはShaderGraph_ExampleLibraryに入ってたもの。

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Processingで描画した絵をShaderGraphに取り込んで、SampleGradientノードで色を付ける遊び

Processingではアルファ値15の直線を15000本描画させてます。

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ShaderGraphのプレビューウィンドウでSphereの表示が消えないのはバグですか?僕だけですか?
2018.3です。
いつからこうなったのじゃ・・・?

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Processingを使ってランダムな明るさを持つ円を敷き詰めて、
シェーダーグラフのSampleGradientノードで色を付ける遊び

加工前・加工後の画像を付けておきます。

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Tuesday is upon us once again!

Today I thought I'd break down flat+shadows styled shading I used for "This Sucks!"

After some experimentation I finally landed on this setup:
• 0 Albedo
• Vertex Colour into Emission
• Emission multiplied by the Light

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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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関係ないけどついでにこれも載せとこう。UnityのShaderGraphで遊んでみた

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This isn't the entire graph, but this is how I'm producing the noise effect. It's a fairly simple toon shader, but the Normal Vector's magnitude is being offset by some noise.

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Just a simple shader that shows the simplicity of something I made in minutes with and it has two properties one for the line color and the second one the thickness of the line.

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Glad people enjoyed the last tweet, been playing around more. I don't know what this effect is called, but it's like a crystal ball, peering into another world... That world is just a test cubemap though. 😅🔮#unity3D

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It also looks interesting when sampling the cubemap with normals, but it's like an optical illusion - difficult to tell if you're looking into the world or if it's projected onto the sphere itself. 🔮#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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ボロノイ図で波紋のような何かを作ってみた

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Here's the (Also using Transparent & Additive Blending) I'll be writing this up in more detail on my blog but I'm trying to catch up with some older effects too. 🙂

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ShaderGraph楽で楽しい

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