Nice job on the UV reuse. However it looks like you're painting shading information into the BaseColor texture. This is generally bad practice in a PBR material. This may be necessary, if your lighting setup is really primitive. If you're intending to use PBR lighting, then it's better to not paint shading there, but to…
Hi ! :) I'm trying to make an ocean shader based on this GPU Gems article (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch01.html ) and this YouTube tutorial(https://www.youtube.com/watch?v=_y7Z0MbGOMw), with Unity's Amplify Shader editor. Here's my graph : And the Gerstner Wave Shader Function is a bit messy : But…
Still working on some of the feedback changes but starting to see this shape up. Some of the major things to work on is the dirt variation for the walls and floor via basic vertex painting shader and breaking up the tiling on the windows.
I know how it feels. I've been this way. But here i am, I keep doing what i like and i keep getting closer and closer. Don't force your self go out play with your friends have some fun. Take that time and use it as inspiration. Because that's all you need to do awesome art, You don't have to stay inside to improve your…
Does anyone know if this is possible to achieve a shader that looks like this?: (in Unity) I'm trying to figure out how to make a shader that looks like that style (2D, deep contrast, outlines, etc) But, I am god awful at coding. I was wondering if anyone had extra time and was willing to help. Thank you. Edit: I see that…
For my final project, I have been thinking a lot about the style I would like to adapt, as I like both stylized and realistic environments. I finally decided on an evironment inspired by the game No Rest fro the Wicked, which has a very specific painterly look, inspired a lot by the traditional baroque art by artists such…
These are all Megascanned inputs - so they're directly derived from real-world data, including the actual translucent value being used as an image. You could probably finagle something by using the albedo and some level adjustments, or simple color parameters in UE4. The shading model should be translucent IIRC, with…
Magnopus is a visual development company founded by Oscar-winning artists and technicians in Los Angeles, combining art and advanced technologies to create Hollywood-caliber experiences in entertainment and beyond. Were cooking up some cool experiences to have a big impact on the way immersive stories are "told" and are…
i would like to create a diagram shader in unity shader graph, but i cannot find anything on how its made it should like something like the red line going from point to point any pointers ? i could propably do this with c# and the line renderer, but i would like to have it as a shader
Took my sweet time to do a small paintover to help you a bit, (and I need to practice teaching people) win-win!! 1. You want to paint as much ambient shading into the texture as you can, and in the "standard" case you'll have shading under the head, so that the head doesn't look like it has no neck. 2. Blocking out more…