
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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#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 次观看 • 5 个月前

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 次观看 • 2 个月前

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 次观看 • 5 个月前

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 次观看 • 5 个月前