Unity BIRP - Version 2021.3.16f1
THIS PROJECT WILL PROBABLY ONLY LAST FOR THE CURRENT YEAR ITS BEING WORKED ON.
I plan on having a showcase project every year so this will probably be for the year of 2023 & a new project will come in 2024.
SHADER SHOWCASE 2024 HERE > https://github.com/j-2k/ShaderShowcase2024
This is my project where I will hold many shaders that I have created & show them as a portfolio/showcase.
This project will hold 2 showcase projects, I explain them below:
- First part will showcase the Valorant dance effect from the radiant entertainment system with a bunch of my shaders I created & learned throughout the year for fun. This was mainly to re-learn particle effects & learn new shader techniques.
- Second part will showcase some secret "quake" stuff let's just say that...
(I had to reupload? this repo due to some issues, so here we are... & thanks to the 2 stargazers :>)
Valorant Dance Project | Learning Shell Texturing |
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This project also contains MANY things not shown DIRECTLY! however, these were the biggest things in terms of what I enjoyed making a video out of.
EXAMPLE, fresnel is not shown DIRECTLY, BUT you can still see fresnel shaders in the valorant dance project video, there are many hidden small effects/easter eggs I put in that video!
A lot of these shaders are incomplete but I will add more & finish them up when I prepare a final scene or if I ever need to showcase properly.
- Spherical Wrapping
- Dynamic Decal (Source/Valorant Sprays)
- Stencil Shader (Stencil has an illusion effect)
- Dynamic Moving Normals (Learning)
- Skybox Shader
- Outlines (Using Normals)
- Fresnel
- SDF Testing (Learning Signed Distance Fields)
- Mandelbrot Fractal Shader (Learning Fractals)
- Valorant Arcade Kill Effect (Dance Version)
- Various shaders relating to the Q1 Movement Sim
- Raymarching shader (learning)
- Arcade Kill Effect Video // Completed!
- Quake 1 Player Movement Video // Postponed
- Water Shader Scene Showcase // Postponed // to be done before the second project a part 1.5-type idea
- Shell Texture Shader Scene Showcase // Completed! //to be done before the second project a part 1.5-type idea?? maybe this will replace the water shader
Please be careful since I'm using ripped models from popular games. This isn't commercial just going to be for testing & making a video for fun out of it.
I know this is late but I realized the formula is written on the bottom of the Wikipedia page for UV maps insanely useful for spherically wrapped objects that need a sphere based UV map
https://en.wikipedia.org/wiki/UV_mapping
in vert shader:
o.worldPos = mul(unity_ObjectToWorld,v.vertex);
in frag shader:
float3 worldPos = normalize(i.worldPos);
float arcSineY = asin(worldPos.y)/(PI/2); //PI/2;
float arcTan2X = atan2(worldPos.x,worldPos.z)/TAU;
float2 skyUV = float2(arcTan2X,arcSineY);
Finished Shell Texturing project (Submitted for #acerolafurrychallenge)
Twitter submission with video > click here
The first like GIGACHAD & thanks to the other random guy :)
My motivation for the video after seeing this 📈📈📈
Will post my promised video when its done.
twitter post likes on my shell texturing video using the acerolafurrychallenge hashtag
(2022-2023 Read me) First ever custom shader that looked decent
ShaderShowcaseTree.mp4
Good to know after so much time wasted that mathjax is supported natively on MD & on GH-pages but needs only a import.
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