Cyan

@Cyanilux

Shaders & Gamedev | He/Him | Solo dev making a first person puzzle game. ❤️✨ LWRP/URP shadergraph breakdowns/tutorials at :

England, United Kingdom
Vrijeme pridruživanja: studeni 2018.

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  1. Prikvačeni tweet
    14. sij

    Hey ! I'm Cyan! ❤️✨ I make stylised shaders using , Occasionally making tutorials/breakdowns on my blog. Also working on a first person puzzle game. 👀 🔗

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  2. prije 17 sati

    Hey! I wrote up the dissolve shader I made, featuring dissolve based on Y/height and "View-space projected UVs" to prevent UV seams. 🙂✨

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  3. 3. velj

    I know this isn't super interesting to look at, but I spent (mostly) all day implementing a custom Json-based serialisation system (both saving & loading). It's not complete yet, but I'm sooo happy it's working! 😊✨ Day 93

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  4. 1. velj

    More progress on the level editor for my puzzle game project. Took a while to get this to work properly, but I can scale the glass panel now. ↔️↕️ Day 91

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  5. 31. sij

    Working on the shader breakdown for the blog too. 😁

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  6. 31. sij

    I'm using view or screen space based UVs for sampling the noise, to prevent seams like when using mesh UVs (left). It has the effect of moving when the object changes position on the screen (but that can also be fixed, by offsetting based on the transformed object origin).

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  7. 31. sij

    Playing around with dissolve shader effects. ✨

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  8. 28. sij

    ... and I forgot tags again. 🙃

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  9. 28. sij

    Hey! I wrote up an introduction to using World space (projected / planar) UVs and Triplanar mapping in shadergraph. Hope it's useful to someone. 🙂 🔗

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  10. proslijedio/la je Tweet
    24. sij

    Shader Graph breakdown post of the Stylized Lava is up now. Shader Graph file is attached to the post! Over here :D >>

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  11. 24. sij

    Probably should have linked this page to show what posts I have currently, if anyone missed them / is new to my blog. 🙂 🔗

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  12. 24. sij

    Hey, are there any tutorials you'd be interested in seeing? I'm already planning to write up the below things at some point, but open to other ideas too. - Worldspace UVs & Triplanar mapping - Dissolve shader (lol, how have I not done this yet)

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  13. 21. sij

    whoops, forgot the usual tags

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  14. 21. sij

    Then, using that custom function and the eye depth value sent through, we can reconstruct the world position and use that to test it against the box bounds / sphere distance. This prevents outlines behind the box from being affected. ✨ (Master set to Transparent)

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  15. 21. sij

    I converted the outline shader to a shadergraph node, similar to the "Per-object Outline" part of 's tutorial : But also, sending maximum depth through: Depth = LinearEyeDepth(max(max(max(depth0, depth1), depth2), depth3), _ZBufferParams);

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  16. 21. sij

    Note it doesn't replace the outline colour. I draw outlines after opaques, so transparent shaders are always on top of that. The box has a transparent shader on which is drawing the outlines to it's surface, so the camera can't go inside the box or the effect disappears.

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  17. 21. sij

    Got a volume/box that affects outline colour. 👀 Pretty surprised that I actually managed to get this to work, it also works with spheres, and I'd assume any 3D distance function shape would work too. See thread for more info. You might be interested in this.

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  18. 17. sij

    More progress on the level editor I tweeted yesterday. Improved camera controls, added more objects (some with their snap position offset) & ability to change object rotation. Day 81

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  19. proslijedio/la je Tweet
    17. sij

    Just finished the breakdown post about the lava shader! Code with comments and some textures included in the post :D Read it here >>

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  20. 16. sij

    Working on a in-game level editor for my first person puzzle game project! 😀 Day 80!

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