Added Normalmap support! #shadergraph → #materialx
#unity #shadergraph #MaterialX #needle #rendering
Day 3 of #ShaderGraph to #MaterialX and we now have textures + sampler settings
Second day of #unity #shadergraph to #materialx conversion
#unity #shadergraph #MaterialX #needle #unity3d #usd
I think I can call my long cruscade to make a cool fusion rocket plume in #Unity using #ShaderGraph complete. Next up: conventional rocket plume, potentially using the VFX Graph. I didn't have a lot of success with VFX graph when I experimented with it for this effect, though...
I feel I'm posting too many bridge shots at this point, but I've been working on shaders today, and this is what I ended up with for the stones. Really, I wanted to also chip away at the surface, but apparently I'm just terrible at procedural bumpmap generation so that might be a cancelled plan at this point... more colour variation now at least, & less brutal looking grooves.
Also been working on a skin shader, but I'm not yet happy enough to show that one off.
#gamedev #unity3d #shadergraph
Anyone have guesses why my URP water shader looks different in game and scene views? The colour is supposed to vary according to depth but it's shallow in the scene view and deep in the game view. The same shader works in another scene just fine and turning off post-processing doesn't work either.
#unity #unity3d #shader #shadergraph
I've been finally learning #shadergraph and, well, while I'm making good progress following a tutorial to make a new stylized water shader, I have a lot of difficulty wrapping my head around the concept of node-based programming.
If the tutorial was in code, I could probably skim it and roughly understand what happens, but with nodes.., Phew. Everything seems to flow in the wrong direction.
Wrote a breakdown of these two rain experiments I've done~ 🌧️💧 #unity3D #shaders #shadergraph
#unity3d #shaders #shadergraph
Hi, nice to meet you, I was too busy testing some bugs in Godot to notice any social network meltdown.
It's fine over here, we might face some slowdown due to sudden traffic, but it will be ok.
In the meantime, a bit re-introduction: I do #TechArt in #GameDev, enjoy any nodes like #GeometryNodes, #Niagara or #ShaderGraph, and boost #VisualArt and #FanArt in #Anime, feel free to reach out :)
#techart #gamedev #geometrynodes #niagara #shadergraph #visualart #fanart #anime
脳汁大好きShaderGraphさんでこってりマテリアルを作成しよう
https://qiita.com/dwl/items/78a2cd8cd6fa72a88111?utm_campaign=popular_items&utm_medium=feed&utm_source=popular_items
#Unity #ShaderGraph #パチンコ
I've been experimenting with #VFX to guide the player to POI (e.g. interactable objects). Using screen distortion really fits the game's style. Tricky getting this to work for transparent objects (hello, sailor stand-in-model)! #unity3d #gamdev #indiedev #vfxgraph #shadergraph
#vfx #unity3d #gamdev #indiedev #vfxgraph #shadergraph
I've done a new thing. https://youtube.com/shorts/nT2FaFvzp1A #Unity #Shadergraph #GameDev - I made a little track to go with it, too, and have plans for music games. So I'm not abandoning music just yet 😅
Was playing around with #Unity #shadergraph again. Now on the newest URP version where you have fullscreen shaders for easier #postprocessing
#unity #shadergraph #postprocessing
All that for a drop of blood...
Also made progress on the area below deck. Still not finished modelling, but there is now water and leaking water (bit proud of my shader work here), plus the mechanics for fixing leaks are more fleshed out. #JourneyBeyond #unity3d #gamedev #indiedev #immersivesim #shadergraph
#journeybeyond #unity3d #gamedev #indiedev #immersivesim #shadergraph
Tried the Shader Graph in Unity 2021, but unfortunately it doesn't let us create shaders that cast shadows on semi-transparent objects, which is crucial for tire marks. As a result, the Shader Graph is a no-go 😞
#unity3d #shadergraph #madewithunity #indiedev #gamedev
Model made using Cell Fracture addon in blender, baked pivots (used two UV channels, Project from View with ortho front + side views, then scaled each island to 0 using individual origins)
Here's the #shadergraph too. Might also do a proper writeup/tutorial, we'll see~