how do you calculate correct normals when doing vertex displacement shaders?
here's a lil guide/example on the overly complicated but mathematically correct way of doing this~
These days we've collaborated with @andre_mc to recreate Splatton's ink effect in @unity3d
In this video, we break down the painting system:
https://t.co/CjUeXCNPF9
#tntc#madewithunity#unity3d
Packed my fluid simulation and renderer into one single Niagara system, which unlocked so many magic tricks🥦
(60fps playable water)
#UE4#gamedev#techart#vfx#realtimevfx
Shapes, my real-time vector graphics library for Unity, is almost ready!!
🥖 Line
📈 Polyline
🔴 Disc
⭕ Ring
🌈 Arc
🥧 Pie
♦️ Quad
🔺 Triangle
🟥 Rectangle
🍩 Torus
🌐 Sphere
📦 Cuboid
📣 Cone
available soon™ on patreon 💖
https://t.co/kAHHQpaeyx
Applied the same technique I used for birds before, to a shoal of fish! First time making an underwater scene too, had to jump through a few hoops to achieve the right atmosphere. #unity3d#gamedev#madewithunity#vfx
I'm going aurora hunting in Iceland next month (lifelong dream!). Wanted to try and recreate the effect in Unity, to get that out of my system first 😀Ended up with a pseudo volumetric solution! #unity3d#gamedev#indiedev#amplifyshadereditor
There are lots of volumetric cloud and fog examples. They are using raymarching and looking awesome. I decide to make an effect look like them. The idea is using mesh layers with a shader takes a noise texture, samples it(3) and applies instanced smooth-step value for each layer.
Added ambient bird wildlife to Lake, based on particles with shader-based animation. Definitely breathes some more life into the environment! Handles thousands without breaking a sweat too! 🥳 #unity3d#gamedev#indiedev#worldbuilding#madewithunity