Mirza Beig Profile picture
✨ Interested in changing the world for the better. Software development (inc. serious games), education, etc. C/C++, C#, #Unity3D, and Technical Art/#VFX.
Mar 21, 2023 10 tweets 5 min read
#UnityTips: 🔥 Fluid 'simulation' trail shader. 🫧

Inspired by a #b3d node animation. [U]V gradient masks control the colour/alpha/width over trail. ✨

('fluid' is 100% rendered in the shader)

#unity3d #gamedev #indiedev #madewithunity #gameart #vfx #realtimevfx #proceduralart In glorious, full screen 1080p. 🤩
Mar 21, 2023 4 tweets 3 min read
Mesh particles in #Unity3D. 🤩

Shader uses the system's custom vertex stream to read per-particle data, which can then be used to create variation and dissolve over time for each one.

#gamedev #madewithunity #realtimevfx #gameart Using time quantization (rounding to nearest discrete steps to force a specific update framerate) to give it a more traditionally-animated look. 📈
Mar 19, 2023 6 tweets 3 min read
Noise applied to a solid strip, with strength masked by horizontal gradient. Creates a the illusion of a wispy trial!

Throw in some remapping, bloom/post, and... 🤩

#gamedev #indiedev #vfx Quantized time + colour gradients would be useful for styling and that toon look.

Aug 8, 2022 18 tweets 7 min read
A 🧵 on why I *DON'T* use #Unity3D's Shader Graph. It has its pros and cons, but some of those cons are BIG...

1⃣ - The readability is relatively weak.

Below are 2 graphs doing the same thing.

A) Amplify Shader Editor (similar to Unreal)
B) Shader Graph

#gamedev #realtimevfx
Image
Image
You can change the default colour mode (why is the default set to <none>?) to 'Category' to improve things, but IMO it's still lacking.

This cap is from v13.x (July 2022).

In Unity 2019 LTS, for example, you'll be using v7.x (June 2021). The improvements trickle in slow. Image