#unity shaders
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If you are interested in getting a VRChat avatar like this,
please visit my Commission page down below!
👇👇👇
[ https://vgen.co/UberTheMeh ]
👆👆👆
I made a VRChat avatar with a custom shader that changes sprite based on the camera angle!
It was made with Unity's ShaderGraph, which I am planning to share it publically soon.
I have yet to test it with a quest build, which im not sure will work fine with custom shaders.
#myart#my art#vrchat#vrchat avatar#vrchat model#2D art#2d animation#unity#unity shaders#unity shader graph#comissions#commissions#Youtube
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Digital Nightmare
#twrp#artists on tumblr#3d art#godot#stylized 3d#first post in 3 years-might be the last one in a decade again#we'll see#and very curious to see if i'll lose followers- aside from mutuals y'all don't know i do 3d now too#this was a bit of an experiment: first shaders i've written in godot! (i usually do unity stuff) and somehow i did anisotropic custom light#but it's fun and i dreamt that this gifset already existed... so i had to make it myself i guess#update: i thought this would get like 4 notes from mutuals but apparently twrp fans on tumblr are pretty active! this is much more fun!#twrp band#doctor sung#commander meouch#havve hogan#lord phobos
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Low Polys your Mystery
#I wanted to do more with this but I can not for the life of me figure out shader and setting up a good animating rig#Im following tutorials and nothing it working#I might say screw it and just do the shading and animating in unity cause at least I can just use poiyomi#Shader nodes make me want to eat glass#Mystery skulls#Mystery skulls animated#3d model
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Holy shit when you PM, there's now an overlay that appears briefly on your screen
#arcaea#holy shit that's unreasonably cool#realistically#it's probably just 20 lines of unity code and a shader#but that makes PMs so much more satisfying
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The water shader uses no transparency (for technical reasons). Can you tell? 🧐
If you'd like even more riveting behind the scenes game development, check out my Patreon page 🎉
patreon.com/acornbringer
#horror game#unity#unity 3d#indie game#indie game dev#low poly#3d game#game art#3d#retro style#retro game#made with unity#swamp#water#murky#murky water#shader#shaders#water shader#leaves
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On-Screen rain effect + weird looking lake water that needs an overhaul.
#acidicvoid#indie games#japan#ps1 aesthetic#gamedev#horror games#indiedev#game development#unity#unity3d#shaders
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Unity 6 is a Good Software. I wanna make more Shader..
#unity#art#illustration#draw#comics#web comics#webcomic#cute#manga#game#gamedev#shaders#unity 6#unity engine
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Shader study - Valorant barrier shader
Some of my favorite streamers started playing Valorant and I really liked the way the barriers that prevent players from entering the play area at the beginning of the round looked, so I tried recreating the effect in Unity !
I absolutely love the stylized aesthetic of the vfx in this game, and how matte the shading is. It looks so good.
#shader#valorant#valorant art#tech art#game dev#technical art#unity 3d#vfx#vfx artists#the artowl#shader adventures#i think the blinking effect could be better but my c sharp skills are not.. well.. sharp#i want to try some unreal shaders next#unreal kinda scares me but i want to see what i can do in a deferred pipeline
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Working on new and improved volumetric fog, sky & clouds
The old system was a little stupid, to put it lightly. Forcing me to define 5 colours for noon, dawn/evening, sunrise/sunset, twilight and midnight individually, as well as for rain, I think I'm quite right to change it.
The new system is a combination of fake atmospheric scattering and whatever abomination I came up with for the clouds. The fog is mostly the same, but is more efficient and scatters light more realistically.
Is this at all necessary? Probably not, but it's a great way to put off writing a dialogue system, which requires an interaction system and a quest system to be built alongside it, and a bunch of other stuff. Talking about it really makes me want to do it less, so ill just continue to work on clouds.
Oh, and this all works in realtime without having to abuse compute shaders or precomputed lookup textures, and the visual quality is much nicer and more artist-friendly than 3D volumetric clouds, without their issues of needing temporal accumulation, multiple shader passes for denoising and for it to be rendered at a lower resolution.
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I'm actually getting pretty into Unity Shaders. Wish I had realized they weren't so scary before now. Unfortunately I'm apparently the ONLY PERSON at my school who's interested in them, everyone else is into Unreal, so I'm having to figure out a lot of this stuff on my own.
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An Eevee card render for @poketcg-art’s redraw event, in which I was a bit more focused on the GPU definition of draw than actually redrawing the art. Render made in Godot, card artwork and graphics made in Photoshop.
The amount of time spent on redrawing the actual artwork was way less than writing the custom lighting shader and trying to figure out why/how the real card’s holographic foil actually reflects light the way it does. (after some research I understand the physics principle of holographic foil, but… the mirroring stripeyness of this card in particular? no idea.)
This is my digital redraw of the original artwork (not the star of the show here):
And this is the reference card, with artwork by Ken Sugimori (such a standard choice- but I’m a sucker for the classic art) in definitely-not-mint condition:
#poketcg25k#godot#pokemon#shader#technical art#... tagging it with eevee feels weird in the context of rendering#anyhow- strange to upload art so quickly in succession#i mean#my last post was in april or beginning of may? insane.#but! it was a good time! couldn't resist a redraw#and it was just too good of an excuse to add another shiny shader to my collection- just this time in godot rather than unity#i think the graphic design and artwork could have used a lot more love#but i was kind of done working on this#time to call it finished and get to other stuff#also the godot part was just infinitely more fun than the photoshop part... photoshop feels too much like work
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getting carried away with visuals...


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Wishlist Death Machine or never get open foils again!
#pixelart#indiegamedev#gamedev#pixel art#indiedev#pixelart ドット絵#indie games#metroidvania#unity2d#unity#shader#holographic
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gruuuhhhh....... i'm working on pretty pups and- its so much math. i shant give up though, i will persevere for the nobel goal of making slugpups cuter
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youtube

ice shader - crossposted from artstation -
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I have gotten really good at, specifically, this!
I can’t wait to get the script all updated and everything working so other people can use my project. The ultimate flex is being so good at something you make other people better at it also.
#anytaur#I’m SO smart and SO talented yay#Yay for me! Yay <3#Maybe when it’s all finished I can finally rest. Well no then I optimize my personal#I won’t give up until I’m an FBT Excellent taur in the club taking up like 1MB texture memory#ok I probably can’t get it to a mb. But#I DO want to experiment with an alt texture/UV that has like my face and pawpads as a decal#and the rest gradient tiny tiiiiny texture#I might need to learn enough about shaders to put detail normals on a directional map myself—#Other shaders have in-Unity grooming tools that allow you to paint your own directional map right. Well#I can paint my own directional map#and then figure out how to apply it to detail normals#and THEN I think I can pack a whole lot of punch into less than say 10MB texture memory
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