After I posted my cel shader tutorial, I asked for more tutorial ideas on Twitter. A mutual of mine requested help:
Welp, here’s that tutorial, Brannan! XD It doesn’t have ALL of the qualities that you requested, but I think it does the trick for a magical-fade effect.
With this shader, you’ll be able to tune the color, speed, fade speed, size, and texture of the dissolve. For example, in the gif below, the green lingers longer, and the dissolve happens faster.
For reference, here’s the final code for the shader. Note that it includes code for a cel shader, so if you want to use the effect in your own lighting scheme, you’ll need to adapt this code for your needs.
–> Link to final code for Unity Dissolve Shader
Continue reading Dissolve Shader in Unity
Heya, I’m Lin Reid, programmer on Limit Theory, and I’m going to show y’all how to make a water shader in Unity! This is totally non-Limit-Theory related… just writing some shaders for fun 😂
This tutorial is really a general graphics programming tutorial in disguise. The techniques we’re going to learn in this post- vertex animation and using depth textures- are basically applicable to any platform. However, I do go over a few of the quirks with getting camera depth textures to work in Unity so that you can make it work too.
These are the two possible end results, applied to an adorable Boston Terrier model made by artist Kytana Le (please ignore crappy gif quality):
Notice how both have a foam line where the dog touches the water (but with different styles for each) and animated waves. We’re going to learn how to do both. Let’s start with the foam line!
Also, for reference, here’s the complete code for the shader:
–> Link to final code for Unity Water Shader
UPDATE: I now also have a tutorial for an ice shader that covers a distortion effect that looks GREAT with this water shader, like in the gif below. Finish this tutorial first, then follow the ice shader to add the distortion pass! ;0
Continue reading Simple Water Shader in Unity