NokiMo
pucklovesgames
pucklovesgames

patreon


Noisy Pulsing Spheres - FILES

This is a  different approach to that pulse shader from earlier- this one is much more flexible since you don't need to have it on all the environment materials - it uses an expanding sphere to draw the circular edge on the ground (via depth fading).

There's also a variation which adds in a rim (via fresnel), and a third one which also distorts the interior of the sphere, for EMP type effects perhaps.

They can overlap each other, and work from both inside and out.

Just pop it on a sphere and you're off. They expand automatically via shader, but if you want to control it manually, just hook a float up to the expansion instead of Time, or remove the vertex expansion altogether and scale the sphere via script - which will prevent it being culled when Unity thinks it's offscreen (Unity only takes into account the objects bounds when calculating culling, and as the vertex displacement happens on the GPU, Unity isn't aware the sphere is actually much bigger at the end of the pulse and could cull it).

Love to hear your thoughts / tweaks / requests!

Thanks for all the support everybody. <3


TODO: It might be nice to use a texture gradient to drive the colour over time. Or a texture gradient to colour the line itself instead of it being a flat colour.


Noisy Pulsing Spheres - FILES Noisy Pulsing Spheres - FILES

Comments

thanks for the good work <(^,^<)

Woww, these are incredible! Thank you so much for sharing, this is going to be so fun to dive into!


Related Creators