Procedural grass rendering! Heavily inspired by this amazing talk from Ghost of Tsushima: https://t.co/dlNles1whH
#unity3d#madewithunity#shaders#techart
Made a little walking sim/narrative game with @Bonefever1 for #TechnicallyAGameJam
The theme was Wizard/Yin and Yang. You play as a necromancer who makes peace with Death at the end of his life.
It was our first jam and we had lots of fun just experimenting! #unity3D#gamedev
Learned from @Acerola_t how to make an ink stippling shader using blue noise dithering and canny edge detection. Watch his video: https://t.co/70hnVXI9Os
#unity3d#madewithunity#shaders
Rain shader, complete with wetness, droplets, drips, and puddles! Adapted for Unity from a great tutorial series by @BenCloward: https://t.co/79uFUCjtf0
#unity3d#madewithunity#shaders
Old adventures in volumetric cloud rendering, with raymarching. The goal was originally ambitious Horizon-Zero-Dawn-esque clouds. I never got around to doing proper Worley noise generation, but the rendering kinda works :)
#unity3d#madewithunity#shaders