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Small weekend project. Modified Brackeys's Unity dissolve shader to work in #ThreeJS using R3F. Will be using this in AR soon👀 Demo: Code: #webgl #creativecoding
111,070 views • 2 years ago •via X (Twitter)
11 Comments

Refrence: Model:

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@BrackeysTweet You should probably provide the uInverseMatrix instead and compute it CPU side, to avoid the calculation of the same inverse matrix over and over on each fragments no ?

@_Axiome_ @BrackeysTweet Yes you are right, thanks! There’s room for improvement, this was just me limiting myself to a couple hours haha

@bruno_simon @BrackeysTweet Omg. I was just searching for it yesterday. What a brain connection 🤩🤩🤩

@BrackeysTweet If you'd like to get it working in AR on iOS (via WebXR) as well shoot me a DM! I can set you up with an account for my WebAR SDK.

@BrackeysTweet I’m going to be using 8th Wall as it supports all ThreeJS features OOTB and works with any platform. Will surely be checking out WebXR when safari officially supports it. Is there any docs on your SDK?

@BrackeysTweet This is solid work, can you create a NEGATIVE EFECT like womp3D?

@BrackeysTweet Have a video reference?

@BrackeysTweet The shaders code you implemented here😰

@BrackeysTweet it’s written from scratch following the same concept in the reference.
