@MBashirzadeh Its purely shader graph. Most examples are using a variable ranging from 0 - 1. Can be animated/controlled inside the graph or set via material properties using c#.
Did some Dissolve package, with kind of a different approach using Shader Graph.
Dissolve = Mask Generator + Mask Modifier + Appearance Effects + Vertex Animation.
Mix Nodes, be creative.
#gamedev#unity#unity3d#shader#assetstore#madewithunity
🎨 Create toon and cel shading materials directly inside Shader Graph in a proper way. 🎨
https://t.co/7iAxKvFtej
Music by https://t.co/RDiTy396Qm
Artist: : Benjamin Tissot
Lets go new shader!
MK ChromaFlow is a shader package designed for creating gradient inspired art styles. It consists of a combination of post-processing and per-object gradient shaders.
https://t.co/fGbE6VbOI5
#MadeWithUnity#gamedev#unity
Some experiments of custom lighting falloffs on the URP. I really prefer a linear falloff rather than a inverse squared one.
#unity3D#unity#shader#shaders
@OrionhartLive If you are interested in some more detail feel free to drop me a message via support mail at any time! Kinda hard to describe the whole thing in a few sentences on twitter haha.
@OrionhartLive Most things i tried on the URP caused Depth or Z sorting issues or tinting the non-outline parts of the object. Whats maybe possible is some sort of stencil buffer outline using 3 (base, mask, outline) draws instead of 2 (base, outline) to keep transparency.