16
2016
Grayscale Image Effect with Exclude Layers
Testing grayscale image effect with added ExcludeLayers option (*just took the script parts from CameraMotionBlur effect, since it supports excluding layers) Instructions: – Attach the script below to your camera *You need to import default effects package first (Assets/Import Package/Effects) – Select excludeLayers (by default […]
16
2016
Custom Sprite Bloom HDR Shader
Tried to do this shader mentioned in the forums (link), to have a Bloom image effect only on certain sprites. See main image^ 2 same sprites, different material, so only 1 gets bloomed (even though the Bloom is full screen image effect) Instructions: – Download […]
20
2016
Sprite Shader with Clip() *Discard pixels
Testing what happens if add clip(discard), remove transparency and remove color tint from default Sprite Shader.. Just wanted to see if there is big difference or not, but seems like no huge difference on PC (asus laptop, gtx970m), unless you have thousands of sprites on […]
9
2016
Shader Z-Fight Offset
(screenshot with Quad mesh placed on top of Plane with raycast hit.point) If you want to use Raycast hit.point to place quad on a flat surface, it will most likely create Z fighting issue.. You could add position offset by hit.point+Vector3(0,0.1f,0), Or use modified shader […]
3
2016
Fake Tube Light Shader
Tried to test idea about tube lights (or “line light”), by using custom lighting in shader, you could sample the light several times from different positions/angles, so that it looks like the light is not just a single point. (not really working here properly yet, […]
26
2016
Unlit Fake Curved World Shader
Tried to get world position from depth texture, but it didn’t work.. then founded COMPUTE_DEPTH_01 instead, makes nice curve effect when applied to meshes (pushing the y vertices down based on depth).. although breaks a bit depending on camera rotation/position.. Shader source: https://github.com/UnityCommunity/UnityLibrary/blob/master/Shaders/Vertex/UnlitFakeCurved.shader without curve-shader: […]
23
2016
Volumetric Image Effect Shader
Converted this old godrays shader ( http://unitycoder.com/blog/2012/10/02/fake-godrays-shader/ ) into image effect – interesting results! (see video below) Source codes below (Attach script to main camera) This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. […]
21
2015
Matrix Playground Shader
Finally decided to try shader matrices.. (because having issues with custom billboard shader) Doing Translate, Scale, Rotations with matrix operations seems quite simple actually! Would had been totally lost without these two links: http://www.codinglabs.net/article_world_view_projection_matrix.aspx http://www.gamedev.net/topic/610115-solved-rotation-deforming-mesh-opengl-es-20/#entry4859756 How to use the shader: – Get the source below, […]
25
2015
Opaque Sprite Shader
(screenshot of modified shader properties in debug view mode) Modified built-in sprite shader so that its opaque, no color tint, and pixel snap is always on. Just to test if there are any performance benefits to use them for opaque sprite tiles, at least the […]
6
2015
Doom Style Billboard Shader
Testing Doom style billboard shader, where you can look sprite from different angles, still not completely finished but enough for testing.. * Note: I have no idea how the doom billboards work, just looking for similar style Related forum post: http://forum.unity3d.com/threads/relative-position-for-changing-2d-graphics-in-3d-environment.307086/ WebGL player: *coming later* […]
Recent posts
- [GreaseMonkey] Unity Forum Fixer
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