notes/holographic-card-shader/ #16
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How are the directions on the voronoi noise made, where do the colors come from ? |
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notes/holographic-card-shader/
How I created a holographic Pokémon card shader in Unity. The shader uses signed distance fields (SDF), raymarching, voronoi noise, a parallax effect and stencil buffers to achieve a card-like look. Made using Shader Graph and compatible with Unity's Universal Render Pipeline (URP). Could be converted to Unreal Engine as well.
https://ameye.dev/notes/holographic-card-shader/
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