It's been quite a few months now with little to no updates. I'm sorry about that.
It's a combination of things, none of them individually overwhelming but all of them adding up to my inabilit...
2022-03-21 03:03:12 +0000 UTC
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A small and simple little tweak to custom lighting on a shader. It ignores the normals near to the light source to create a soft bleed-through effect, like a directionless subsurface scattering.&nb...
2022-02-08 02:11:32 +0000 UTC
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Here's an easy way to make an interactive waterfall, by rendering particles to a render texture via an orthographic projection that's aligned with the waterfall surface. These particles define the ...
2021-12-21 09:57:49 +0000 UTC
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PSA: I'm not super familiar with any of this, so there might be incorrect assumptions and mistakes, if so, sorry, I'll correct them as I learn more!
I've been playing around with Dra...
2021-09-24 03:38:43 +0000 UTC
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Here's a little script and some shader functions that let you write out an object's transformation matrix and then read it as a Signed Distance Field (SDF) in a shader.
I've included 3 SDFs, ...
2021-08-01 10:27:41 +0000 UTC
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I stumbled upon this really clever shader trick from Pontus Karlsson, where he pushes the verts of a quad mesh into camera f...
2021-04-26 02:57:41 +0000 UTC
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Here's a maskable blur effect that you can use in a variety of ways. It's done the same way the blur on the refractive rain shader (from here 2021-03-08 11:35:27 +0000 UTC
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This is pretty much the same as the previous Environment Interaction asset, now cleaned up, a bit easier to use, and updated with a few extra things that I've added in since I made the original.
2021-02-11 13:14:46 +0000 UTC
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I was recently reminded about the cool ground fog in Mario Odyssey by this tweet https://twitter.com/Pat...
2021-01-25 12:10:19 +0000 UTC
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Repurposing the Environmental Interaction render texture camera to create a Fog of War effect.
The G channel is "full fog" (unexplored areas), and the R channel is "semi fog" (explored, but c...
2021-01-18 05:53:01 +0000 UTC
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The in-built Particle Ribbons are pretty limited to create this effect, and a few workarounds have to be done to get it functional, but it works well enough for a quick one-off. To take it further ...
2021-01-18 02:07:34 +0000 UTC
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A simple way to make particles spawn on a weapon and leave a trail behind, plus a few fun particle shader variations for magic weapons - because sharp steel isn't deadly enough, it has to do elemen...
2020-12-22 13:33:37 +0000 UTC
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Here's a fun little bubble popping shader that works on particles. Good for mud, lava, or other bubble forming liquids.
The bubble popping part is all done with opacity clip and vertex offset...
2020-12-11 10:40:56 +0000 UTC
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Ever since seeing the cool explosions in Remedy's Control, when you pop the "Hiss" off a possessed enemy, I've been wanting to play with adding more feedback build-up into my shaders.
Here is...
2020-11-16 13:16:48 +0000 UTC
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I wanted to go over some of the basics of how the mesh lights are put together, and some additions and fixes I've stumbled upon recently.
The above gif is from some lighting tests I'm doing ...
2020-10-29 02:56:55 +0000 UTC
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Hello!
The type of content I’ll be producing for patreon will likely change over the next few months, from almost entirely (100%) shaders and effects, to other game assets, such as ...
2020-10-26 07:13:33 +0000 UTC
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I thought it would be a good idea to explore a few more simple variations of the mesh lights from the previous post. These ones don't use N.L light direction, so they're more like volume projection...
2020-10-26 03:47:38 +0000 UTC
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I've added some basic texture projection into the fake mesh light shader. It can now project a cubemap texture or 2d texture spherically around it. The 2d mapping will need tweaking if you need it ...
2020-10-13 01:08:40 +0000 UTC
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I've been wanting to make this one for a while - instead of using point lights, this shader fakes it with a billboard quad and calculates all the lighting manually using the Normals and Depth infor...
2020-09-22 04:33:45 +0000 UTC
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I thought it would be a good idea to write up some of the basics of Toon Lighting for anybody that isn't familiar with it. There are heaps of ways to approach this, depending on your rendering pipe...
2020-09-15 09:07:59 +0000 UTC
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Hello everybody! You might have noticed that I've been absent for the last 2 months and paused the patreon in that time. I'm sorry I haven't been as active as I'd like to be with new content and he...
2020-09-08 04:45:33 +0000 UTC
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I'm back after a short break in which I focused on health and family and all things that aren't shaders. So I'm easing back into it with a smudgy depth-based pixelization shader I've been wanting t...
2020-09-07 07:46:12 +0000 UTC
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Hello everyone.
Things have gotten a bit busy at the moment, and I haven't been able to spend the time I've wanted to on working on Patreon posts recently, so I'm putting a pause on payments ...
2020-07-13 03:13:28 +0000 UTC
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Here's a way to fake the rendering of a lit sphere on a quad. Currently all the sphere calculations are done using Maths (generating world normals and spherical depth from the quad UVs), but I'd li...
2020-06-17 07:08:29 +0000 UTC
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Here are a few variations on the blobby polygon compositing shader I've been playing with. In the original version of this effect, I blurred the normals and then injected that back into the render ...
2020-06-06 04:43:55 +0000 UTC
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Here is a way to make blobby liquids and smoke from simple geometry (sphere in this case) by messing with the gbuffer (blurring the normals) and then compositing it back to the main camera with a d...
2020-04-30 02:59:42 +0000 UTC
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I made a bare-bones radial (pie?) chart shader, for a mana collection mechanic I'm working on - but then I realised I prefer using vanilla 'resource bars' instead. Hopefully somebody can get some u...
2020-04-06 01:08:30 +0000 UTC
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A very simple example of how you can adjust shader properties via UI events via script.
I might expand this more in the future to add a better colour picker (with colour set by code), use Mat...
2020-04-02 01:46:21 +0000 UTC
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Here's a simple Toon Eye shader with some nifty eye related features. The pupil and iris centre is pushed back via parallax, and the specular reflection is a static matcap, so it always glints in t...
2020-03-19 01:41:55 +0000 UTC
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I've been working on tweaking the terrain shader for Black Ice (a cool Tron-like FPS looter/shooter that...
2020-03-06 13:54:37 +0000 UTC
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