Unity Version: 2020.3.14f1
UnityChan SD Character
Unite Europe 2016 - A Crash Course to Writing Custom Unity Shaders!
ya7gisa0/Unity-Wave-Propagation-Water-Ripple (However I suggest to use this version)
阿祥的開發日常 - Stipple Transparency Shader (Screen-Door Transparency Shader)
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From Left to Right :
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Direction Offset
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Streamer Color
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Fade
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Outline(Normal)
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Direction Offset + Streamer Color
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ZTest
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Mask Texture Clip + Direction Offset
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Dissolve
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Refraction Invisible
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World Position
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Ramp (implemented with surface shader)
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Normal in world space
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Noise
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Mosaic
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Rim
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From Left to Right :
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Diffuse in vertex level
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Diffuse in pixel level
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Half Lambert
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Specular in vertex level
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Specular in pixel level
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Blinn-Phong
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From Left to Right :
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Single Texture (Texture + Bling-Phong)
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Normal in tangent space
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Normal in world space
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Ramp (implemented with vertex fragment shader)
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Above picture is the main texture, From Left to Right :
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Alpha Blend + Double Pass
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Alpha Blend + ZTest
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Alpha Blend
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Alpha Test
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Original Ring (Standard surface shader)
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Alpha Series Artifacts: (Alpha Blend + Double Pass is Recommended!)
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From Left to Right :
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Alpha Blend (Causing Z-Fighting)
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Left: Alpha Blend + ZTest (Wrong), Right: Alpha Blend + Double Pass (Correct)
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Basic Lightning vertex fragment Shader (implemented with Bling-Phong)
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For A ~ E point lights: their intensities are 5.0, 4.0, 3.0, 1.0, 2.0
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Since Unity only consider at most 4 lights, the light D are not considered
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Basic Lightning & Cast/Recieve Shadow vertex fragment Shader (implemented with Bling-Phong)
- A is point light with white color
- B is directional light colored white, angle marked as white vector in the picture
- The angle of B is (50.587, -32.592, 31.197)
- Note that there is another wall in Scene Geometry clipped by the camera.
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Basic Lightning & Cast/Recieve Shadow Shader With Alpha Test (implemented with Bling-Phong)
- implemented by configure Fallback as "Transparent/Cutout/VertexLit"
- Light info: Directional Light colored white with angle (82.413, 15.049, 251.738)
- 2D Sprite Animation
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Fresnel & Reflect & Refract & Glass Effect
- Glass Effect implemented by Conbine bump, refract, reflect, uv shift
- Comparsion to Reflect & Frensel
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Trying to make refelct more realistic
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Trying Combining Lambertian with Reflect
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I use Diffuse * Lerp(Diffuse + specular, ReflColor) to approach, however there might be a better solution
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Shadow artifacts due to bias (Unity can only increase bias to 2!)
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- 2D Image Sequence, Scrolling background water sprite and billboard
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Some Post Processing Effects
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(Shown in gif) Brightness, Luminance, Contrast, Gaussian Blur, Bloom, Sobel edge detection
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(Not Shown in gif) Motion Blur (Use Depth map or not), alternate edge detection using depth map, fog
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Hatching Effect & Toon Shading
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Hatching is simple version of [Matthew Webb, Emil Praun,Adam Finkelstein and Hugues Hoppe, Fine Tone Control in Hardware Hatching, SIGGRAPH, 2001]
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Toon Shading is simpling outline + ramp
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- Dissolve + Bloom + Brightness & Contrast
- Water Effect using noise with refraction
- Screen space fog using noise & depth map
- Shield Effects
- Stockingize Effect to create Stocking
- Screen Space Wave Propagation Effect
- Lotion Effects (See original size screenshot for checking it's effect)
- Wave Effect with collision and reflect surface