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@dickiemaycry
Happy radish - shader test
Working on some cool NPR stuff, here’s a custom light attenuation shader
start this a couple weeks back and struggling to find the time to finish it, but I think it's cute
how are gifs on Tumblr still only 3mb?!
Hey that substance work is great i wanted to know that how you make that in substance designer because i guess it's not possible to hand paint textures in substance please put some light on that
hey anon, no idea when this was posted tumblr’s terrible for messaging it seems.Designer’s fine for making ‘hand painted’ stuff. Most things you think are hand painted aren’t, even in WoW these days a lot of the assets are sculpted and then the textures are generated by filtering the height map.
And building height maps and then abusing them is what Designer is all about :)
I’m not sure which piece or which style elements you mean but if you want to reply with an example I’m more than happy to describe the process
Was listening to The Infinite Monkey Cage as I went to bed and had one of those brain says 'you have to do this or I'm not letting you sleep' moments last night. So here's a gravity warping shader not sure what it means yet
this one’s a bit friendlier
https://www.shadertoy.com/view/ll2yWh
had a little go with ShaderToy today, made a relaxing spiral https://www.shadertoy.com/view/4ljyD1
Also learnt some valuable lessons about gradients and gif compression haha
got a little wiggle to the flame
Going to start posting game dev stuff on Tumblr more, have an official site for the game now xoio.games
First look at my game’s (code named Maki) art style
Environment shader from my Global Game Jam entry
Got asked to share this so without further ado, and absolutely not cleanup or explanation of how it works, the shader:
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld' Shader "Unlit/EnvPulse" { Properties { _MainColor ("Main Color", Color) = (1,1,1,1) _Pos ("Pulse Position", Vector) = (0,0,0,0) _PulseStart("Pulse Start", float) = 0 _PulseSize("Pulse Size", float) = 2 _EdgeDistance ("Edge Distance", float) = 10 _PulseSpeed("Pulse Speed", float) = 10 _LightingPower("Lighting Power", float) = 1 _PlayerPos ("Player Pos", Vector) = (0,0,0,0) } SubShader { Tags { "RenderType"="Opaque" } LOD 100 Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; }; struct v2f { float3 lighting : TEXCOORD3; float3 worldPos : TEXCOORD2; float4 vertex : SV_POSITION; }; float4 _MainColor; float3 _Pos; float _PulseStart; float _PulseSize; float _EdgeDistance; float _PulseSpeed; float _LightingPower; float4 _PlayerPos; v2f vert (appdata_base v) { v2f o; o.vertex = mul(UNITY_MATRIX_MVP, v.vertex); // fresnel float3 viewDir = normalize(ObjSpaceViewDir ( v.vertex )); float fres = 1 - saturate ( dot ( v.normal, viewDir ) ); fres = pow(fres , 2)* 0.5; // normalize(WorldSpaceViewDir(v.vertex)) // v.normal // down light // mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float3 norm = mul ((float3x3)UNITY_MATRIX_IT_MV, v.normal); float downLight = saturate(dot(norm, float3(0,1,0))); downLight = downLight * 0.2; // combine lighting o.lighting = max(fres, downLight) * _LightingPower; //o.lighting = pow(o.lighting, 2); o.worldPos = mul (unity_ObjectToWorld, v.vertex).xyz; float dist = distance(o.worldPos, _Pos) ; // pulse //float purePulse = dist - (- _PulseStart); float pulse = saturate(dist - (_Time.y - _PulseStart) * _PulseSpeed ); //o.pulse -= saturate((purePulse - _PulseSize) * _PulseSpeed); // pulse major o.lighting += pulse ; // pulse minor //float innerPulse = saturate(dist - (_Time.y - 0.5 - _PulseStart) * _PulseSpeed ); //float innererPulse = saturate(dist - (_Time.y - 1 - _PulseStart) * _PulseSpeed ); //pulse = saturate( innerPulse - pulse); //o.lighting += pulse * 0.5; // pulse vertex offset //o.vertex.xyz += 1 * v.normal * saturate((innererPulse - pulse) * 0.2); //o.lighting += saturate((innererPulse - pulse) * 2); // player Light float playerLighting = (1- saturate(distance(_PlayerPos, o.worldPos) * .15) )* 0.6; o.lighting = max(o.lighting, playerLighting); // edge of the world float edge = distance(o.worldPos, float3(0,0,0)) - _EdgeDistance ; edge = saturate(edge * 0.07); //test //o.lighting = downLight; o.lighting += _MainColor; o.lighting = lerp( o.lighting, 0.5, edge); return o; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 light =float4( i.lighting,0); return light ; //fixed dist = distance(_Pos, i.worldPos); //return dist; } ENDCG } } }
(Promise I’ll tidy it up later and give an explanation)
Went into autopilot last night and started building up the materials in Substance Designer when I remembered the point of this model was to learn nDo/dDo. Anyway will be a useful point of comparison with how far I got.
My little game (the mobile one) is coming out in the next couple of weeks :D
Finally name revealed: Charm Underflow
day and night cycle for a lil game prototype I’ve been making
Made a quick LED shader for Unity
Shader "Unlit/LED" { Properties { _MainTex ("Texture", 2D) = "white" {} _MainColor ("Color", Color) = (0,0,0,1) _PixelCount ("Pixel Count", Float) = 32 _EdgeWidth ("Edge Width", Float) = 0.1 } SubShader { Tags { "RenderType"="Opaque" } Pass { CGPROGRAM #pragma vertex vert #pragma fragment frag #include "UnityCG.cginc" struct appdata { float4 vertex : POSITION; float2 uv : TEXCOORD0; }; struct v2f { float2 uv : TEXCOORD0; float4 vertex : SV_POSITION; }; sampler2D _MainTex; float4 _MainTex_ST; v2f vert (appdata v) { v2f o; o.vertex = UnityObjectToClipPos(v.vertex); o.uv = v.uv; return o; } fixed4 _MainColor; fixed _PixelCount; fixed _EdgeWidth; float EdgeClamp(float e) { e = 1 - abs(e - 0.5) * 2; e = step(e, _EdgeWidth); return e; } fixed4 frag (v2f i) : SV_Target { // sample the texture fixed4 col = tex2D(_MainTex, i.uv); fixed2 edges = (i.uv * _PixelCount) % 1; //return EdgeClamp(edges.r); fixed alpha = EdgeClamp(edges.r) + EdgeClamp(edges.g) + col.r ; clip( alpha > 0.1f ? -1:1 ); return _MainColor; } ENDCG } } }
Been making a Chiappa Rhino whilst taking HoudiniFX for a spin.
Here it is after a pass in Substance Designer. Crit welcome here or on Polycount.