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[🧊 Refracted volumetric light and shadows.] Pseudo-volumetric -> real volumetric translucency. > Works with any mesh, simply apply the material. 🥳 Coming to PRISM v2 (free update). I've pushed the experimental v2 glass shader as an update on the store. Should be live, soon.
73,583 Aufrufe • vor 1 Jahr •via X (Twitter)
14 Kommentare

@garrettkjohnson 👀

Bought it right away. Kind of new to unity. It asks to open in unity. Yes, then I get a list of everything in my file. I chose material, pressed import but I can't find it. Any ideas?

Do not exclude anything on import.

Perfect man! I'm a newbie, but I'm looking for the perfect way to create a fog of war shader for my rts game. Do you have any materials or can you recommend the best method? Considering I have experience with ECS?

Can you describe exactly how it will function in your game? I'm sure there are many resources on this already, but the first in my head is for a 2D-ish map: > I'd create some shader that accepts a texture for masking away the fog. You'd write/paint the mask to the texture.

Can you share store link ?

WOW! Amazing work Mirza🤩

That's looks awesome 🤤

insta buy for sure, jeeez

@ymt3d Gorgeous

The translucent and shadow absorption looks awesome! Can we expect someday have a kind of caustics for URP? That will be a hard one for sure

I said "that is really cool" out loud.

Does it work with the camera inside? 👀

You can go inside, but the volumetrics extend outward into the scene, rather than with you inside the mesh.
