Introduction Recently, in my Discord server, some members had the idea of starting a small and chill tech-art jam event, with different themes, to produce results around anything in tech-art; be it tools, VFX, shaders etc. More on these challenges on the first tech-art challenge digest, which should be coming soon. This week’s theme was …
I was having trouble for a while coming up with an interesting enough shader topic for this blog post, and then Ronja (whose tutorials you should absolutely check out btw) suggested a neat thing with which I had some experience: Color grading with Look-up textures (hereafter mentioned as LUTs). I had to implement a custom …
I promised it and now I’m delivering it: The spherical mask as a post-processing effect. As I mentioned in the spherical mask dissolve post, and many other posts before that, I am super lazy. I don’t like having to apply an effect to a bunch of different materials and them to a bunch of different …
It’s been a while since I made a post about an image effect (over 6 months actually, wtf). So here’s an oddly specific one: Radial blur! It’s a simple and straightforward implementation of that effect, but it’s actually amazingly useful and can offer a lot to the look and feel of your game. It can …
Ever since I got into post-process effects, I was really curious to implement effects that do more complicated stuff than just change the color of the whole screen or play with depth. One such effect was an edge detection image effect, which seemed pretty simple, but the concept of detecting an edge eluded my simplistic …
Lately I’ve been working more with depth-based image effects and I often had to search through my archive to find examples of using the camera’s depth texture. Therefore, this Shader Bits post will be a bit different from the other ones. Since the subject is more relevant to image effects, this post won’t have the …
Recently, I started fiddling around with the depth texture of the camera and came across some interesting discoveries. Of course, those discoveries would probably be pretty obvious to any other shader enthusiast, but for me it was something new and exciting. My favorite element of camera depth texture usage is the fact that you get …
I always loved the look of a nice glitch effect in games. For a while now, I’ve been researching different implementations of glitch effects in various media, because I just could not wrap my head around how it’s done. The reason for that, is that in many cases it was implemented differently, and it was …
I’m still staying on the subject of manipulating UV coordinates to produce shapes and effects, and this time, I’m throwing a known concept in the mix: displacement. This shader is also going to be pretty simple, but it’s going to be a stepping stone for some of the future effects. Hopefully, it will also help …
It may seem silly, but when I first started working on image effects, I could not wrap my head around something as simple as stripes on a shader. I started by messing around with the color of the whole image and I couldn’t really think of how to use the coordinates of the screen to …