URP particle-based screen distortion. 🖥️
Particles are in the 3D world, but use screen coordinates to distort what’s behind them. Excellent for shockwaves! ⭕️
A bit more work + polish, and I can throw the shader on GitHub.
There’s so much beauty in nature. 🧮💖
Here’s the animated fractal as an expanded, self-explanatory HLSL shader function for #Unity3D.
It’s plug-and-play: you can output the return directly. Default values provided for reference.
There’s so much beauty in nature. 🧮💖
Here’s the animated fractal as an expanded, self-explanatory HLSL shader function for #Unity3D.
It’s plug-and-play: you can output the return directly. Default values provided for reference.
lazy sparks effect #b3d #geometrynodes
One could say it’s mostly Unreal and going too deep with gradient mapping… But this is only part 1 of a one day part 2 or 3 series.
Gradient mapping is very useful and fun ways to do it.
I wrote this over a year ago and might as well ship it.⛵
The theme for the current #TechnicallyAChallenge is Glitch! 💜✨ #unity3D #shaders
(I’ve been replaying Horizon Zero Dawn, so used the focus highlight as inspiration!)
The theme for the current #TechnicallyAChallenge is Glitch! 💜✨ #unity3D #shaders
(I’ve been replaying Horizon Zero Dawn, so used the focus highlight as inspiration!)
UE5でランダムに消える六角形のマテリアル。
UnrealEngine側で用意してあるNoiseノードを使ってみた。こっちの方が実装が楽でイイ。
Randomly disappearing hexagonal material in UE5.
I used the Noise node provided by UnrealEngine. This is easier to create. #UE5Study
UE5でランダムに消える六角形のマテリアル。
UnrealEngine側で用意してあるNoiseノードを使ってみた。こっちの方が実装が楽でイイ。
Randomly disappearing hexagonal material in UE5.
I used the Noise node provided by UnrealEngine. This is easier to create. #UE5Study
Porting an old set of katakana characters from blender, but slightly more accurate this time with beziers ✏️ #MaterialMaker
Porting an old set of katakana characters from blender, but slightly more accurate this time with beziers ✏️ #MaterialMaker
One of my favorite, the blurring panel!
Haven’t posted anything shader-y in a bit, so here’s a “fake boolean” shader with extra 3D texture reprojection
Since this is what I do at work on a daily basis, I thought I could be helpfull to my fellow UI artists around 🙂
I’m starting a Shadergraph exemples/snippets series for UI Artist!
Hope you’ll find them usefull.
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「遠近法の切り抜きツール」で作るテクスチャ本当に3Dで使い物になるのかわからなかったけどblender始めてちゃんと割と役に立つことがわかった。
#UnityTips: 🪹 Nesting Coroutines 🪺:
You can wait on the return of any number of coroutines *within* a coroutine. It’s a -SIMPLE & CLEAN- way to chain multiple self-contained functions. Especially useful for proc. animation and state transitions (ex: for AI).
#UnityTips: 🪹 Nesting Coroutines 🪺:
You can wait on the return of any number of coroutines *within* a coroutine. It’s a -SIMPLE & CLEAN- way to chain multiple self-contained functions. Especially useful for proc. animation and state transitions (ex: for AI).