Posts Tagged: shader

Shaders Challenge: Teleport Hologram (Gantz O + Cortana Style)

Tool used: Unity (Shadergraph + LWRP) Inspiration: The resurrection teleport scene effect in Gantz: O, Cortana from the Halo game series Visual reference moodboard: https://www.pinterest.co.uk/spiderlili/sci-fi-holograms/ Techniques used: Rim effect, animated scanlines, vertical swipe with alpha clip threshold. Notes: Turn ZWrite

Shaders Challenge: Teleport Hologram (Gantz O + Cortana Style)

Tool used: Unity (Shadergraph + LWRP) Inspiration: The resurrection teleport scene effect in Gantz: O, Cortana from the Halo game series Visual reference moodboard: https://www.pinterest.co.uk/spiderlili/sci-fi-holograms/ Techniques used: Rim effect, animated scanlines, vertical swipe with alpha clip threshold. Notes: Turn ZWrite

Shader study: Ocean waves using Scrolling textures

Test Scene using Standard Unity Environment Assets: By moving textures across the surface of an object, interesting fluid effects like moving waterfalls and lava can be created. This is one by updating UV values so they scroll across the surface

Shader study: Ocean waves using Scrolling textures

Test Scene using Standard Unity Environment Assets: By moving textures across the surface of an object, interesting fluid effects like moving waterfalls and lava can be created. This is one by updating UV values so they scroll across the surface

Shader Cheat Sheet

Lambert and BlinnPhong struct SurfaceOutput { fixed3 Albedo; // diffuse color fixed3 Normal; // tangent space normal, if written fixed3 Emission; half Specular; // specular power in 0..1 range fixed Gloss; // specular intensity fixed Alpha; // alpha for transparencies

Shader Cheat Sheet

Lambert and BlinnPhong struct SurfaceOutput { fixed3 Albedo; // diffuse color fixed3 Normal; // tangent space normal, if written fixed3 Emission; half Specular; // specular power in 0..1 range fixed Gloss; // specular intensity fixed Alpha; // alpha for transparencies