Welcome to the second part of the tutorial on Parallax effects! Now, initially I intended for this tutorial to only have two parts, with which I so naively open on the previous post. However, there’s probably going to be a third part on the series, the subject of which I won’t reveal now, for some …
Hi there. This is a quite different tutorial post than what you’re probably used to. As the featured image suggests, this shader is about making realistic stock images of people surfing with Unity’s shader file icon as a head. It’s oddly specific, but you’d be surprised how many people actually asked for this. Ok, enough …
As it was the result of a Twitter poll, I decided to share some more practical unlit shader effects. Specifically, you get two shaders (lucky you!), one for a simple butterfly flutter and another one for a simple fish swim cycle. These shaders are unlit and don’t react with light in any way, and their …
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 …
While my jaw dropped from browsing Taizyd Korambayil‘s website, my eye got specifically stuck on one effect: the teleportation shader made in UE4. And as I was reading the breakdown I was like “I’ve done this part, I’ve done that part, I’ve certainly done that part” and I was then at the bottom of the page, …
Life’s been busy, so this effect won’t be anything too exciting or technical. However I got excited to make that, cause I’ve been trying for a while to create a convenient vertical fog effect. My first attempt was with unlit shaders, and that was pretty easy and straightforward. My second attempt was with surface shaders …
As promised, this is the second part of the unlit waterfall effect tutorial. This one is focused on going through the effects that accompany the waterfall shader: the stylized foam particles and the water intersection shader. The effects on their own can be seen in this gif: Both effects are pretty simple, but they both …
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 …