Here's a very simple foliage shader than moves in the wind, and a script that sets the required global shader values. To change the direction the wind is blowing, simple rotate the object that the ...
2020-02-25 06:55:52 +0000 UTC
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I've been put onto MaterialPropertyBlocks as a way to avoid creating Material Instances, useful when you just need to make a small change to an existing material (thanks Daniel Snd!) - so I thought...
2020-02-17 03:41:15 +0000 UTC
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Here is a flexible hit impact effect, using a simple script to fire off a bunch of particles at the same time. You can use it by just spawning the prefab and having triggerOnStart = true (although ...
2020-02-10 05:54:36 +0000 UTC
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I've converted my old Shader Replacement Jittery outline over to the Post Processing Stack. It no longer requires a second camera and a shader replacement pass and a render texture! Hooray!
I...
2020-01-21 04:06:22 +0000 UTC
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Here's a Breath of the Wild-style teleportation effect, which combines a glow dissolve shader with some trail particles, all wrapped up in a helpful script.
2020-01-09 02:37:28 +0000 UTC
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Here's a fun way to do dynamic smoke trails and fire without particles, using lineRenderers. It's not the best for realistic smoke, but if you're after stylised trails, you can get some nice smooth...
2019-12-24 06:56:47 +0000 UTC
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Hi Everybody!
This is a post to explain my intentions for this Patreon going forward.
The first thing that's new is I've put together a contents page at 2019-12-10 03:56:11 +0000 UTC
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Here's a rain shader that uses a blurred screen texture (done via a command buffer) to create a bloomed light refracting through the drops. As its base, it's using the blurry refraction example fro...
2019-12-03 13:52:00 +0000 UTC
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Includes a proximity zapper when you don't want to place end positions manually.
2019-11-01 05:36:53 +0000 UTC
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I've put together a little script to make Zappy Zaps.
The shader itself is about as basic as it gets - all the work is done in script. I've included a few happy debug gizmos so you can ...
2019-10-29 04:58:12 +0000 UTC
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Here's a way to make smokey projectile trails using the standard Unity Linerenderer. It can be used for standard gunfire, lasers, and also a lighting gun type of effect. -ZAP!-
A lot of...
2019-10-15 06:38:47 +0000 UTC
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I had another go at the chunky polygonal tool explosions, this time simplifying the shader to not require custom vertex streams at all - everything is done with the point light. There wasn't a real...
2019-10-08 04:11:42 +0000 UTC
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I had a crack at a toonsplosion effect after being (re)inspired by Breath of the Wild toony effects. Particularly this gorgeous explosion by Gregory Oliveira 2019-10-07 12:36:00 +0000 UTC
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Hi everybody! I've been making up a few community requested shaders and effects over on Discord, so here's a quick update for those of you who missed them but wanted to have a look. If you aren't o...
2019-09-17 00:32:11 +0000 UTC
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Two simple laser type effects. One using a line renderer and raycasts that would work well as a laser sight on a weapon, and the other one that's more like some sci-fi scanner but that doesn't have...
2019-09-13 13:33:48 +0000 UTC
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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 t...
2019-08-30 07:24:01 +0000 UTC
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(Sorry, reupload, the last post was behaving funky)
Here's a simple shader that shows how you could send a wobbly pulse out over the environment using world space (top down mapping) noi...
2019-08-16 01:10:17 +0000 UTC
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Here's a world mapped fireball, just using a sphere mesh that's been stretched, tapered and then bumped up with noise. It has vertex colours (alpha) painted in a gradient from one side of the spher...
2019-08-12 03:12:26 +0000 UTC
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A good approach for stopping foliage, grass, and other objects from getting in the way of the camera is to fade them out via the camera depth (or distance from camera) multiplied by a circular scre...
2019-08-12 03:03:25 +0000 UTC
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A nice simple way to pop out the silhouette of a cave entrance or other level detail is to use a silhouette card to fill the area with a tint of light. With some depth fade it gives the impression ...
2019-08-05 04:30:54 +0000 UTC
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A pretty simple idea really, but something that I think looks pretty cool - add in a stepped depth fade where a weapon trail meets underlying geometry, to create a temporary 'cut line' as the trail...
2019-07-31 03:28:24 +0000 UTC
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One of the exciting things I'm working on lately is resurrecting a passion project I've been sitting on for a while. A toon shaded adventure game with the vibes of Zelda but the combat of Dark Soul...
2019-07-30 06:33:30 +0000 UTC
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There are many ways to make a toon shader, and many bells and whistles you can include on it depending on the way you want your game to look. Here's a basic example toon shader with some of the lit...
2019-07-30 03:15:16 +0000 UTC
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Here's a sketchy shader, with cross hatched shadows, outlines (internal and external) and a matcap rimlight. It's also using that funky "object stabilised screenspace mapping" that I worked out
2019-06-24 03:30:08 +0000 UTC
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I've been playing around with a 3d skybox setup lately. I haven't polished out all the rough edges yet but I wanted to share what I've got so far to let people have a play and give any feedback and...
2019-06-12 13:05:30 +0000 UTC
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Rendering shadows on transparent surfaces is not a trivial thing to do in the Unity standard rendering pipeline, due to the way transparency is rendered after all the other shadow receiving opaque ...
2019-05-29 04:28:14 +0000 UTC
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I've tweaked the previous Shader Replacement effect that was used for a jittery Edge Breakup, and used it instead to add colour to the shadows as a post processing effect.
It's pretty much th...
2019-05-06 00:27:13 +0000 UTC
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With a small tweak to the post process material used in the previous Edge Wobble effect, you can get a pretty funky jittery outline. Instead of just wobbling the UVs of the screengrab pass, you wob...
2019-04-16 23:43:56 +0000 UTC
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I've been working on a little Edge Breakup effect, for non-photorealistic rendering uses. I first saw a lovely implementation of this in the VR short "Age of Sail" - I highly recommend you check th...
2019-04-15 05:10:14 +0000 UTC
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Start with a texture as opacity. Here I'm using a flat splat texture to better show the offset layering.
2019-04-02 11:06:04 +0000 UTC
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