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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 Aufrufe • vor 2 Jahren •via X (Twitter)

11 Kommentare

Profilbild von Faraz
Farazvor 2 Jahren

Refrence: Model:

Profilbild von Faraz
Farazvor 2 Jahren

Better view

Profilbild von Adam
Adamvor 2 Jahren

@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 ?

Profilbild von Faraz
Farazvor 2 Jahren

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

Profilbild von Anderson Mancini
Anderson Mancinivor 2 Jahren

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

Profilbild von Ben Ferns
Ben Fernsvor 2 Jahren

@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.

Profilbild von Faraz
Farazvor 2 Jahren

@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?

Profilbild von B3N Emma
B3N Emmavor 2 Jahren

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

Profilbild von Faraz
Farazvor 2 Jahren

@BrackeysTweet Have a video reference?

Profilbild von .dev
.devvor 2 Jahren

@BrackeysTweet The shaders code you implemented here😰

Profilbild von Faraz
Farazvor 2 Jahren

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

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