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Shockwave particle shader, animating in sync per-particle, with smooth blending of alpha and distortion that intersect geometry. ⭕️ With a low enough frequency I get a subtle 'warble' effect that makes it seem as if the mesh itself is distorting. #unity3d #gamedev #vfxfriday
25,445 görüntüleme • 3 yıl önce •via X (Twitter)
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The shader can read custom curves from Shuriken, allowing things like the animation and distortion over lifetime values for each particle to be controlled exactly.

Shader Graph work is coming together, albeit with me running into similar issues as last time. Still need to send wires across the graph, or be forced to create sub-graphs, lagging my workflow. Poor readability, no grid, and colours still default off.

What possible UX benefit is there in having the colours off by default, anyway?

Very much needed!

You could call this technique, "soft distortion". It uses the same fundamental principle as soft particles, where a value is attenuated by depth to give the illusion of volume (and of course, real alpha blending).

Man shills like a pro 🔥🤣

Amazing! But what's the secret behind this cube shader is so juicy looking? I can't stop looking on it. Can you share some details pls?

It's the waves of distortion, that make it appear as if it's squashing and stretching. 🧊🐍

No I mean cube itself, light, reflection, glow

You are perhaps thinking of post-processing. IIRC, it's a standard material on the cube.

@TheMirzaBeig Thanks for sharing this asset! I’m using it in a URP project, but it doesn’t distort objects with shaders on them. Unity Shader Graph or Amplify Shaders. It's showing black instead. It works fine with texture materials. Any suggestions on how to fix this?

Cool ideas 💫💫
