Discover and read the best of Twitter Threads about #shaders

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¿Estás haciendo un juego de estilo retro y necesitas algo que acabe de darle el toque?

¡El paquete de shaders GodotRetro te echará una mano a tu estilo visual!

Link, pequeña explicación uso y ejemplos en los siguientes tweets🧵👇
#gamedev #gameart #godot #madewithgodot #shaders
Antes de nada, todos los shaders del paquete GodotRetro tienen licencia Creative Commons 0 (CC0) por lo que puedes utilizarlos en cualquier tipo de proyecto (sea comercial o no).

Estos shaders están en su versión 3.0 y funcionan sobre la rama 3.X de godot (incluida la 3.5). Icono de GodotRetro 3.0
¿Qué es un shaders? Simplificando, es código que se ejecuta "directamente" sobre la tarjeta gráfica (GPU), a diferencia del código de programación tradicional que se ejecuta en el procesador (CPU). Nos permiten modificar colores, texturas, modificar vértices, generar efectos... Shader que genera hierba corriendo en tiempo real en Godot.
Read 13 tweets
It is done, I can now happily sail the blue oceans on my new water shader 🌊

It has a bunch of features, which are shown off one by one in the breakdown video🎞️

Long thread ahead of (better quality) videos and tutorials

#madewithunity #shaders #VFX #gamedev #indiedev
Close-up of the caustics and flow particles, as they might be hard to see (even if the compression gods are favourable, which I doubt) 🔍

Links to better quality videos:
My website:…

Also enjoy this still image🖼️
🧵3/9 Image
Read 10 tweets
Here's the final card in motion, for the the Foil Trading Card challenge by @HarriAlisavakis (although out of time, I guess). Obviously themed #UnityOpenProjects, featuring the protagonist, Hamlet :D

#shaders #unity3d
Some progress in the thread below, maybe tomorrow I'll post a few considerations. Now to bed! 😴
A couple of notes...

I wish the card was more "foily". As it stands now, the reflectivity is driven with the normal specularity of the URP Lit shader, so you will see it glow only when the light direction vector bounces "into" the camera. Image
Read 21 tweets
Little techart breakdown of our #GGJ21 game Abyssal Plains 👇

you can play it here

#gamedev #techart #shaders #GameJamWithHoudini Image
The terrain was made in Houdini with heightfields. Cluster node to split each biome, then use each cluster as a mask to set different noise settings per biome. Polyexpand2d on each cluster to create the breaches mask.

#gamedev #Houdini #GameJamWithHoudini ImageImage
I also used Houdini to scatter the props on the terrain, only exporting points as .csv ( using Labs CSV Exporter ) then wrote a tiny script to import them in Unity and spawn the prefabs instances on them.

#gamedev #Houdini #GameJamWithHoudini ImageImage
Read 6 tweets
Wanted to make a comparison between Burst-CPU and GPU performance so made a little Mandelbrot explorer. Turns out it's very nice as well. Try it for yourself:… #gamedev #madewithunity #shaders
Spoilers: GPU is much faster :P

Interesting find: I see almost no perf difference between float and double precision on CPU, while on GPU it's big. I would guess it's maybe to do with the sheer amount of data which overshadows the cost of operations themselves..?
Also note that CPU mode is locked to 1024x1024 texture while GPU works per pixel so depends on your screen size. I should fix that.
Read 4 tweets

Before I get to the shaping functions, SDFs and other cool stuff, I thought it'd be useful to first mention some helpful general-purpose methods that can be proven useful later.

#glsl #shaderbasics #shaders

These are fairly intuitive and common; they take 2 parameters and return the minimum or the maximum of the two respectively. They're useful for masking things in/out and blending them.
In this example, the left half of the screen (which has a uv.y less than 0.5) is colored with the UV gradient, however the right half has a solid value of 0.5 (since it's smaller than uv.x).
Read 12 tweets

MIX (aka LERP)

In the previous thread, we mentioned how to take into account the pixels' coordinates to not just paint the screen with a solid color.

#shaderbasics #shaders
There are plenty of ways to take advantage of those coordinates but some of the main tools for that purpose are the "mix", "step" and "smoothstep" methods. Here I'll just cover "mix".
You might've already heard of this method, though in other environments outside of glsl, it goes by the name of "lerp", meaning linear interpolation.
Read 9 tweets
Saw a few others doing cloud shaders last week, so I might as well join in! Really happy with how this turned out. ☁️🌥️☁️ (See thread for #shadergraph + info) #unity3D #madewithunity #shaders
This is actually a fairly simple effect - It's a few Noise nodes with different scales & time offsets stacked onto each other, which are used to offset the Y vertex position of a plane. Also has a depth effect so it fades based on scene objects. Here's the #shadergraph
Note that there are some issues with this in the current LWRP version. In order to fix these I had to edit the code generated by the Master node - (right click the Master node and Show Generated Code. Then copy the file from the Temp folder into your Assets)
Read 8 tweets
Here we go:
The cheap water caustics breakdown in @UnrealEngine!
49 instructions and 1 texture sample
Works with dynamic lighting and has RGB split
Details below🔽 :)
#UE4Study #gamedev #indiedev #shaders
The key here is the clever usage of WPbehindTranslucency.
This allows us to project the caustics below the water plane in world space. Attach this at the end of your water shader, adding to the Base Color.
There is no procedural stuff here, the material function is an extension to the Motion_4waychaos found in the engine.
The panning is equal in all 4 axes, as it is addictive.
You can add a general direction to the pan by blending it with SoftLight, and then rotate the panners
Read 9 tweets
doing another vfx thread about my student project, @wildbrewgame
this time i'm breaking down my water shader!
#gamedev #indiedev #shaders #madewithunity
the starting point for this one is just a scrolling foam texture over a solid color alpha blended over the background.
there are lots of good stylized water tutorials out there, like this one by @minionsart : so i'm just going focus on what's different
next step is to add foam around the edges. i use a slightly different method here than others i've seen because instead of using the raw depth, i calculate the world-space position of the ground and then compare the water's height to that. if they are within a threshold it's foam
Read 13 tweets

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