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Tried a little experiment I had in mind: create a shader that implements a dissolve based on dithering. Not perfect, but I got it running!
Made with #unity3d's ShaderGraph (more details in thread)
#gamedev #unitytips
This is a technique I've seen in a couple of recent games, including Mario Odyssey. Whenever Mario is obstructed or faded when camera is too close, dithering is used for these half-transparencies. Like here 👇🏻
Here's a couple of pics of the effect again. I have hand-drawn the texture, so it's not the best pattern ever :)
Read 5 tweets
I've been using flow maps a lot recently to get some cool vfx. In this thread, I'll talk about some things you can do with few math and some textures #unity #vfx #shader
Let's start with simple flow map shader. You can use this (not mine) as starting point gist.github.com/TarasOsiris/e0… We can set a vector directly to drive the flow. So, flowDir = float2(1,0) set the flow to the right. I created this texture with "difference clouds" filter in gimp.
If we expose that vector as a property we can control the flow direction. We can also expose properties to control the lerp speed and flow speed.
Read 11 tweets
Using Global Shader Variables to swap between two textures based on World Position #gamedev #unity3d #tutorial
Code in first reply!

More shaders >> patreon.com/minionsart
Shader Code: pastebin.com/FiDzFixp

C# Script (Super Simple) pastebin.com/gq46mBvf

The gif has a version that uses transparency instead of a second texture, I'll share that later :)
Have fun!
Bigger version of the effect :)
Read 3 tweets

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