28
2012
Fake Soft Shadow Shader
Using metablob shader, where sphere positions are linked to the objects that you want to cast spherical shadows (shader is on a plane, where blend mode set to multiplicative) Webplayer: http://unitycoder.com/upload/demos/BlobShadowShader1/ Download source: coming later..
17
2012
Fake Motion Blur Shader
Some quick test for making fake motion blur shader with unity indie.. (or more like a trail..would need to blur other parts also?) Currently its creating the “trail” based on distance.. (using velocity would make a difference?) Warning, Huge Limitations: – Shader example doesn’t have […]
16
2012
Fake Blur Ideas for Unity Indie
Lets say we have a single colored mesh like in the image above and we want to blur it (with unity indie..).. Ideas to try: Glow effect shader? (no glow in indie..but can have something similar, doesnt work with planes yet..) Take screenshot of the […]
12
2012
Sea Surface Water Shader
New test for a sea surface shader.. still some problems there.. (based on this webgl water) Webplayer: http://unitycoder.com/upload/demos/seashader2/ Download source: later..
11
2012
Fake Dynamic Tree Shadows
Tree shadows are created for terrain trees in Startup(), with adjustable strength, shadow shape, shadow color etc. (unity indie) Ideas/Todo: – Animated shadow? (based on terrain wind settings or just random..?) – Different shadows for different trees (Get treesize, type..) – Angled shadows (currently its […]
9
2012
Real Fake Clouds 3D
Real Fake Dynamic 3D Clouds..its pretty much the same as previous cloud test, except that this one is in 3D. If the clouds are low enough, they can hide mountains inside them too (its just too transparent right now..see image #2) Features: – Clouds are […]
27
2012
Shadow Casting + Convex Hull = More Fake Shadows
Combine Simple Shadow Casting & Monotone Chain Convex Hull and you have…more fake shadows for unity indie!!1 Works fine for a box..should try the teapot next. Details: – Calculate vectors from the light, through every vertex in target object, lengthen the vector until reach ground […]
25
2012
Fake Shadow Ideas: Using Particles as Light Photons?
This is quite an early test.. what if you use particles as “light photons” ? Then no need to do raycasting? Current features: (main screenshot) – Shuriken particle system, Shape: Cone, angle:90 – Collision planes on those white boxes (uh..shuriken doesnt support “world collisions”, only […]
24
2012
The Return Of The Fake Vertex Shadow
Yay..more realtime fake shadows, using similar technique like this old fake vertex shadows test Features: – VertexLit shader with texture – Linecast each vertex towards light, if we can reach light, then lets shine, otherwise stay dark.. – In the webplayer, 15 vertices are scanned […]
15
2012
Fake Realtime Shadows With Surface Shader
Yes! After several hours of shader errors, finally got this working, fake realtime shadows using shader (2D) Its using obstacle map texture (see image#2), so thats the 1st downside of it, but still better than nothing.. More info later.. Ideas to try: – Blur the […]
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