
Mirza Beig
@TheMirzaBeig • 28,928 subscribers
✨ Interested in changing the world for the better. Exploring ~realtime simulations, sci-tech, education, etc. #Unity3D, After Effects, and Technical Art/#VFX.
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Accidentally spawned overlapping portals, creating a flipped mirror universe (going through turns you around).
Mirza Beig939,164 Aufrufe • vor 9 Monaten

🧊 Frosty glass, w/ condensation + air bubbles. 🫧 -- Unity URP, volumetric lighting and GI.
Mirza Beig161,843 Aufrufe • vor 1 Monat

Glass with bubble particles, Unity URP. 🫧 ++ refraction, dispersion, scattering...
Mirza Beig140,803 Aufrufe • vor 2 Monaten

Deus EX: MD's frosted glass panels. Playing for... research/reference. 🙂🤗 This game is ~10 years old! I love the masking effects, but you can see it's *not* rendering multiple layers of transparency. Most likely, they have a single blurred texture which they blend.
Mirza Beig170,472 Aufrufe • vor 2 Monaten

#GLSL: Black Hole, Distortion, 🌀 Gravitational Lens (Shader): #define R iResolution.xy void mainImage(out vec4 c, in vec2 p) { vec2 u = p / R, m = iMouse.xy / R, o = m - u, l, i; o.x *= R.x / R.y; float d = length(o); c = mix(vec4(0), texture(iChannel0, u + o / d * .1 / (d * d)), step(.3, d)); } Try it INTERACTIVE: 👉 #gamedev #indiedev
Mirza Beig255,482 Aufrufe • vor 5 Monaten

🌀 3D/spherical black hole simulation. + Lensing and bright accretion particles. #gamedev #unity3d #vfx
Mirza Beig208,355 Aufrufe • vor 5 Monaten

Dynamic frosted glass and blur for Unity (URP). > Similar to Doom and Deus Ex: MD (2016).
Mirza Beig94,318 Aufrufe • vor 2 Monaten

🧊 Improvements, for 'next-gen'-like: > texture normals, distortion + layers. Ultimate frosted glass :)
Mirza Beig72,614 Aufrufe • vor 2 Monaten

Unity includes a tool for baking SDF textures: 🧊 I made this experimental shader for fully volumetric glass shaped to any object using a 3D distance texture. Handles layered self-refraction in a single pass (look at the ears, when the model is rotated), + explicit backface rendering via another camera -> texture pass. I don't have clear plans to add this to PRISM, but it's something I wanted to try out as a morning experiment (R&D, rendering/optics, performance -- for later).
Mirza Beig65,365 Aufrufe • vor 2 Monaten

Volumetric, animated 3D noise shader block in Unity. Where each frame is 2D space, and the 3rd dimension is time. So that, measurement of change within a slice is 'space', and measurement of change across slices is 'time'. As a 3D block, you see the noise animate into the 3rd dimension, but when looking at only a single slice, it appears to evolve in place. Likewise, for 4D... If: this were 3D noise, then: the 4th dimension would be whatever processing/frames/states of 3D data.
Mirza Beig126,907 Aufrufe • vor 5 Monaten

float2 n,q,u=float2(i.uv-.5); float d = dot(u,u),s=9,t=_Time.y,o,j; for (float2x2 m=RM2D(5);j++<16;) { u = mul(m,u);n = mul(m,n); q = u*s+t*4+sin(t*4-d*6)*0.8+j+n; o += dot(cos(q)/s, float2(2,2)); n -= sin(q); s *= 1.2; } return o; #Unity3D #GLSL #VFXFriday
Mirza Beig626,841 Aufrufe • vor 3 Jahren

Interactive 3D space-time model visualization with data/state-information propagation as affected by 'gravitational fields', where the apparent or measured rate of activity/change of state(s) is [relatively] slower in regions pinned by high-mass objects (planets, stars...).
Mirza Beig112,108 Aufrufe • vor 5 Monaten