After I noticed the amazingly cool waterfall from this reddit post, I felt the urge to try something like this myself. And I can say I had forgotten what it’s like to play around with unlit shaders for more stylized effects. It’s nice, kinda freeing, since you just focus on the visuals and not as …
I told you another dissolve effect was coming. I was also struggling with the name of this effect, I considered labeling it “proximity dissolve” but that wouldn’t be so accurate. In any case, the concept is simple: it’s a surface shader that dissolves parts of an object that are inside a sphere. The effect 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 …
Back again with some more bits of code for your shader needs! This time, we’ll see how to get the distance of the camera from our object, as well as the vectors that corresponds to the viewing direction and the model’s normals. Like before, this post will include the code bits for both vertex-fragment and …
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 …
I’m sure you’ve all been waiting for something new and different for me to talk about. All three of you (Hi, mom!). However, in this post I am not going to introduce anything new. Instead, I will combine some of the techniques discussed in previous posts to create an actual useful effect, for once. This …