Creează un cont pentru a te abona la acest blog și a-i urmări articolele pe pagina Lectură.
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A post showing how Shader Graph can be used with DrawMeshInstancedProcedural / RenderMeshPrimitives and DrawMeshInstancedIndirect / RenderMeshIndirect to draw grass using GPU Instancing.
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A few water shader techniques I've used in the past for mapping ocean waves crashing into the shore/beach & leaving behind wet sand
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Using billboarded quads (or particles) to produce a god rays effect (aka sun/light shafts, etc)
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A water shader intended for 2D, with pixelated highlights, distortion, reflections and simplified shoreline waves/ripples
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A small post explaining how to convert the UVs of a sprite sheet (or sprites packed in an atlas) into local 0-1 coordinates across each sprite in the shader
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Examples for revealing invisible objects (especially decals, such as fingerprints or hidden messages) based on lights, stencils and other masking methods
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A book with pages that flip/turn via vertex displacement, and selects a portion of a texture containing all pages.
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A few rain effects, including particles setup, and shaders for ripples in water/puddles and rain interacting with surfaces
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A waterfall shader that interacts with a sphere to part the flowing water.
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Goes through examples of Renderer Features and explains how to write Custom Renderer Features and Scriptable Render Passes for Universal RP.
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Uses a shader which displaces (scales/rotates) vertices of a prefractured mesh with pivots baked into UV maps
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Examples of how to adjust/swap colours or colour palettes for a given texture/procedural input.
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Glass globe shader with background refraction & reflection.
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A shader that uses vertex displacement to simulate a tentacle grabbing / wrapping around an object
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A shader applied to a few layers of alpha-clipped scrolling noise, with vertex displacement to make it wobble
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A shader applied to a ring mesh that pans a texture along it to create a swipe/slash effect
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Explains how shader code (ShaderLab & HLSL) is written to support the Universal RP
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A shader that replicates the Holographic Foil effects on Trading Cards.
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Soft shaded foliage shader that uses alpha clipping with foliage texture and a small amount of vertex displacement to simulate wind.
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A detailed introduction on how to use Unity Shader Graph!
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An unlit/glowing crystal shader with a colour gradient based on object space Y position, and refraction via Scene Color node
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An introduction to what a Mesh, Shader and Material is in Unity, how to set Shader Properties from C#, various types of Batching, and a brief look at Forward, Forward+ and Deferred rendering paths
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A big post explaining everything about Depth : Depth Buffer, Depth Texture / Scene Depth node, SV_Depth, Reconstructing World Position from Depth, etc.
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A shader which distorts the UVs with noise for sampling a fire texture or shape generated using ellipse nodes
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A shader which uses a signed distance field stored in the sprite texture's alpha channel to create an outline/glow (and inner-glow) effect, with control over the colour and thickness
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An example of using the RenderObjects feature on the Forward Renderer to produce an overlay effect for sprites
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A shader which uses noise and step functions to discard pixels to create a dissolving effect.
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A shader which produces solid diagonal lines across a quad's surface that moves with the camera position to simulate toon-like glass reflections
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Examples of fog plane effects produced using the depth texture (scene depth), commonly used to create vertical fog or fake darkness/light for entrances and exits in third person games.
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A shader applied to a flat subdivided plane where vertices are offset vertically based on layered noise, moving at different rates, to create a cloud effect.
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A forcefield shader using fresnel effect for glowing edges, scene depth for object intersections and scene colour to produce ripples/distortion
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A simple version of a forcefield shader, using fresnel effect for glowing edges and scene depth for intersections with objects in the scene
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A shader that displaces vertices based on sine waves in order to animate a Jellyfish mesh
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A post explaining how to move vertices in Shader Graph, providing examples such as swaying grass and animated fish and butterflies.
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A water shader that uses the scene color to produce distortion/refractions and reconstructs a position from the scene depth to project caustics on underwater objects
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A shader that uses polar coordinates to offset vertices as well as sample a seamless noise texture to create a swirling effect
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A hologram shader based on sine/fraction nodes to produce repeating horizontal lines and fresnel effect, with optional distortion and glitching effects
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A portal/wormhole shader on manipulating polar coordinates to create a spiralling effect
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A post explaining the Polar Coordinates node
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A shader that discards pixels above a certain Y position and renders back faces to fake the top surface of the liquid