May 4, 2020

Technical-Art


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My Shaders

Breath of the Wild inspired Toon Shader

Unity LWRP Shader Graph with costum hlsl nodes

Reference:

– Painted Specular Highlights
– Clamped Shadows
– Rim-lighting

Property of Nintendo©

Features:

– Rim Lighting

– Physically Based, but Clamped Shadows

– Painted Highlights

– Self Shadowing & Scene Shadowing

– Influenced by Point, Directional and Ambient Lights

Shader Graph

– Achieved by implementing custom hlsl Unity Shader Graph Nodes
– Modifying the Physically Based Shader Graph


Wind Waker inspired Water Shader

Reference:

– 2 Scrolling Foam Textures
– Solid Colors

Property of Nintendo©

Features:

– Depth Based Color Absorption
– Foam lines on object-intersections
– Primary & Secondary uv-scrolling foam details
– Composite sine-wave vertex-transformation
– Completely hand-written


Deferred Foliage Shader

Features:

– Translucency controlled via a Data Texture
– Fully Deferred without being technically “transparent” meaning -> Correct Depth GBuffer values
– Deferred Path making the simultaneous use of dozens of light possible in real-time!
– Wind Animations:
Vertex Color Data of Models define:
– Branch Movement
– Leaf Movement
– Edge Flutter
PBR:
– Normal, Smoothness, Albedo & AO Map as expected


Ray-Marched Black Hole

Features:

– Ray-marched
– Physically based gravitational pull of light rays
– Fully absorbant Photo-sphere
– All within my own hand-written C++ Raytracer


Self-made PBR Shader

WIP

General:

I want to recreate the Standard PBR Shader that Unity uses, in order to fully understand the inner workings of the Unity Render Pipeline.


Features:

PBR Goodnes:
– Metallic & Dieletric Slider
– Smoothness Slider

Features:

– Albedo + Detail Map
– Normal + Detail Map

– Light Types:
– Point
– Directional
– Spot

Features:

– Forward Rendered
– Light Cookies
– Multiple Lights as either:
– Per-pixel Lights
– Vertex Lights
– Spherical Harmonics Lights

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