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Unity_Shader_Learn

Unity Version: 2020.3.14f1


Assets Credits:

UnityChan SD Character

Textures.com


Tutorials are from:

k79k06k02k/Shader_BookClub

Unite Europe 2016 - A Crash Course to Writing Custom Unity Shaders!

遊戲大師天堂路:只有Unity Shader才能超越Unity

《Unity Shader入门精要》源代码

阿祥的開發日常

【浅墨Unity3D Shader编程】

巴哈姆特 kilufodo

vux427/ForceFieldFX

【足控福利】丝袜化MME【绅士必入】

ストッキングっぽい陰影を付けるエフェクト (上面那個沒有被修改過的原版)

keijiro/KinoGlitch

Wave Propagation Effect

Finite Water

ya7gisa0/Unity-Wave-Propagation-Water-Ripple (However I suggest to use this version)

ぬるてかシェーダー(dAdultsShader)

MME-Black-Rock-Shooter-Sexy-Lotion-Shader(上面那個Shader英文化的版本)

水面を作ってみた

EsProgram/WaveShaderDemo

Flafla2/Generic-Raymarch-Unity

puppet_master的专栏 (CSDN)

Bokeh depth of field in a single pass

阿祥的開發日常 - Stipple Transparency Shader (Screen-Door Transparency Shader)

Unity Stipple Transparency Shader


Previews:

  • From Left to Right :

    • Direction Offset

    • Streamer Color

    • Fade

    • Outline(Normal)

    • Direction Offset + Streamer Color

    • ZTest

    • Mask Texture Clip + Direction Offset

    • Dissolve

    • Refraction Invisible

    • World Position

    • Ramp (implemented with surface shader)

    • Normal in world space

    • Noise

    • Mosaic

    • Rim


  • From Left to Right :

    • Diffuse in vertex level

    • Diffuse in pixel level

    • Half Lambert

    • Specular in vertex level

    • Specular in pixel level

    • Blinn-Phong


  • From Left to Right :

    • Single Texture (Texture + Bling-Phong)

    • Normal in tangent space

    • Normal in world space

    • Ramp (implemented with vertex fragment shader)


  • Above picture is the main texture, From Left to Right :

    • Alpha Blend + Double Pass

    • Alpha Blend + ZTest

    • Alpha Blend

    • Alpha Test

    • Original Ring (Standard surface shader)


  • Alpha Series Artifacts: (Alpha Blend + Double Pass is Recommended!)

  • From Left to Right :

    • Alpha Blend (Causing Z-Fighting)

    • Left: Alpha Blend + ZTest (Wrong), Right: Alpha Blend + Double Pass (Correct)


  • Basic Lightning vertex fragment Shader (implemented with Bling-Phong)

    • For A ~ E point lights: their intensities are 5.0, 4.0, 3.0, 1.0, 2.0

    • Since Unity only consider at most 4 lights, the light D are not considered


  • Basic Lightning & Cast/Recieve Shadow vertex fragment Shader (implemented with Bling-Phong)

    • A is point light with white color
    • B is directional light colored white, angle marked as white vector in the picture
    • The angle of B is (50.587, -32.592, 31.197)
    • Note that there is another wall in Scene Geometry clipped by the camera.

  • Basic Lightning & Cast/Recieve Shadow Shader With Alpha Test (implemented with Bling-Phong)

    • implemented by configure Fallback as "Transparent/Cutout/VertexLit"
    • Light info: Directional Light colored white with angle (82.413, 15.049, 251.738)

  • 2D Sprite Animation

  • Fresnel & Reflect & Refract & Glass Effect

    • Glass Effect implemented by Conbine bump, refract, reflect, uv shift

  • Comparsion to Reflect & Frensel

  • Trying to make refelct more realistic

    • Trying Combining Lambertian with Reflect

    • I use Diffuse * Lerp(Diffuse + specular, ReflColor) to approach, however there might be a better solution

    • Shadow artifacts due to bias (Unity can only increase bias to 2!)


  • 2D Image Sequence, Scrolling background water sprite and billboard

  • Some Post Processing Effects

    • (Shown in gif) Brightness, Luminance, Contrast, Gaussian Blur, Bloom, Sobel edge detection

    • (Not Shown in gif) Motion Blur (Use Depth map or not), alternate edge detection using depth map, fog


  • Hatching Effect & Toon Shading

    • Hatching is simple version of [Matthew Webb, Emil Praun,Adam Finkelstein and Hugues Hoppe, Fine Tone Control in Hardware Hatching, SIGGRAPH, 2001]

    • Toon Shading is simpling outline + ramp


  • Dissolve + Bloom + Brightness & Contrast

  • Water Effect using noise with refraction

  • Screen space fog using noise & depth map

  • Shield Effects

  • Stockingize Effect to create Stocking

  • Screen Space Wave Propagation Effect

  • Lotion Effects (See original size screenshot for checking it's effect)

  • Wave Effect with collision and reflect surface

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Self Learning ShaderLab Shader in Unity3D

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