WorldSpaceDisplacement.shadergraph
46.6 KB
World Space displacement
#ShaderGraph
#ShaderGraph
https://github.com/keijiro/CloudSkybox
https://github.com/wingstone/Cloud-Render
https://github.com/vanish87/UnityVolumetricCloud
https://github.com/yangrc1234/VolumeCloud
https://github.com/kode80/kode80CloudsUnity3D
#Volumetric_Cloud #Unity
https://github.com/wingstone/Cloud-Render
https://github.com/vanish87/UnityVolumetricCloud
https://github.com/yangrc1234/VolumeCloud
https://github.com/kode80/kode80CloudsUnity3D
#Volumetric_Cloud #Unity
GitHub
GitHub - keijiro/CloudSkybox: Skybox shader with volumetric clouds
Skybox shader with volumetric clouds. Contribute to keijiro/CloudSkybox development by creating an account on GitHub.
precision mediump float;
uniform sampler2D uTexture;
varying vec2 vUVtexture;
uniform vec4 fAmount;
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
// ------------------------------------------------
// Name: main
// ------------------------------------------------
void main()
{
vec4 color = texture2D( uTexture, vUVtexture );
vec3 rgb;
rgb.x = color.x;
rgb.y = color.y;
rgb.z = color.z;
vec3 hsv = rgb2hsv( rgb );
hsv.y *= fAmount.x;
rgb = hsv2rgb( hsv );
gl_FragColor = vec4( rgb.x, rgb.y, rgb.z, 1.0 );
}
#mobile #RGB2HSV
uniform sampler2D uTexture;
varying vec2 vUVtexture;
uniform vec4 fAmount;
vec3 rgb2hsv(vec3 c)
{
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);
}
vec3 hsv2rgb(vec3 c)
{
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
// ------------------------------------------------
// Name: main
// ------------------------------------------------
void main()
{
vec4 color = texture2D( uTexture, vUVtexture );
vec3 rgb;
rgb.x = color.x;
rgb.y = color.y;
rgb.z = color.z;
vec3 hsv = rgb2hsv( rgb );
hsv.y *= fAmount.x;
rgb = hsv2rgb( hsv );
gl_FragColor = vec4( rgb.x, rgb.y, rgb.z, 1.0 );
}
#mobile #RGB2HSV
https://raspberly.hateblo.jp/entry/UnityDojo2019_07
ریاضی در بازی سازی
part1- Formulas and Graphs
Inverse function
Summary
part 2 - How to read
Recurrence formula
Summary
part3 - log
Exponential
Bottom exchange
Summary
part4 - floating point
In fact, the width of float is super wide
double is more amazing
Summary
Part 5 - RPG with sequence
Summary
part6 - easing analysis
Summary
part7 - complex number
Mandelbrot set
part8 - complex number sequence
Summary
Any consultation center
I actually tried
Social gathering
Timeline
ریاضی در بازی سازی
part1- Formulas and Graphs
Inverse function
Summary
part 2 - How to read
Recurrence formula
Summary
part3 - log
Exponential
Bottom exchange
Summary
part4 - floating point
In fact, the width of float is super wide
double is more amazing
Summary
Part 5 - RPG with sequence
Summary
part6 - easing analysis
Summary
part7 - complex number
Mandelbrot set
part8 - complex number sequence
Summary
Any consultation center
I actually tried
Social gathering
Timeline
Raspberlyのブログ
【勉強会レポ】: Unity道場 7月~ゲーム制作に使う数学を学習しよう~ - Raspberlyのブログ
勉強会のレポート(メモ)です。 参加したのはこちら、「Unity道場 7月~ゲーム制作に使う数学を学習しよう~」 会場はユニティ・テクノロジーズ・ジャパンさんです。
http://fernandourquijo.com/index.php/2017/08/05/controlling-the-blending-stage-in-your-shader/
#Blending
#Blending
Fernando Urquijo
Making a True Detective look! Controlling the Blending Stage in your Shader
Once you've got comfortable writing shaders in Unity you start to ask yourself how the graphics pipeline works under the hood, and if you are able to access it. In this post, I'm going to cover
http://michalpiatek.com/2017/06/08/unity3d-particle-shaders-the-simplest-shader/
https://www.jordanstevenstechart.com/particle-shading
#Particle_Shader
https://www.jordanstevenstechart.com/particle-shading
#Particle_Shader
MICHAŁ PIĄTEK
Unity3D Particle Shaders – The simplest shader
In this series I will teach you how to write shaders for particle effects. This will be very VFX-centric so it will be probably much different than most of the tutorials which are covering mesh sha…
Forwarded from Erfan sheikh
This media is not supported in your browser
VIEW IN TELEGRAM
دوستان اینو یه نفر با بلندر انجام داده، یه همچین چیزی با یونیتی قابل پیاده سازی هست بنظرتون؟
Forwarded from Kamali
سلام اولش از Position Vector و Incoming Vector استفاده کرده که معادلش تو یونیتی به ترتیب World Position و View Direction هست
Forwarded from Kamali
بعدش از ضرب خارجی بین این دو بردار استفاده کرده تا بردار عمودی رو بدست بیاره
در حالت عادی UV دوبعدی هست برای اینکه یک مختصات سه بعدی داشته باشیم یعنی UVW باید بین این دو برداری که داریم Cross Product بگیریم تا بردار عمودیش رو بدست بیاریم
در حالت عادی UV دوبعدی هست برای اینکه یک مختصات سه بعدی داشته باشیم یعنی UVW باید بین این دو برداری که داریم Cross Product بگیریم تا بردار عمودیش رو بدست بیاریم
Forwarded from Kamali
This media is not supported in your browser
VIEW IN TELEGRAM
همون طور که میبینی این فضای سه بعدیه
Forwarded from Kamali
This media is not supported in your browser
VIEW IN TELEGRAM
حالا اگه ازش Length بگیریم می تونیم یک کره رسم کنیم!!!
Forwarded from Kamali
This media is not supported in your browser
VIEW IN TELEGRAM
من تو بلندرم پیادش کردم