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12

To get that authentic inky look, your best bet is probably to assemble a library of images of ink splats, streaks, and dribbles. Then you can randomly select some number of them to position & rotate randomly over one-half the image. (With a bias toward the seam edge so the middle of the Rorschach test is densest. You might be able to use a particle ...


8

You can try perlin noise (using a proper black/white gradient) , and then apply the right/left mirroring


3

Welcome to the tutorial to discooridnated chromatic effect. The above is an example of screen distortion. It is necessary to understand the first type of screen distortion in order to understand the final effect listed second. It is achieved by having screen coordinate texture then applying the altered screen coordinate when rendering the final scene. ...


1

You need to check two things: 1.Texture and Shader ETC1 doesn't support alpha. You'd have to use a separate texture read (which you seem to be doing on texture2D(CC_Texture1, v_texCoord2). You can use tools to extract alpha channel from a RGBA texture and use a single texCoord for both samplers. Your code could be something like this: vec3 tex = ...


1

gl_TexCoord[0].stp = normalize(gl_Vertex.xyz); Is your problem, I believe you need: gl_TexCoord[0].stp = normalize(gl_Normal.xyz * gl_ModelViewMatrix); Possibly without the matrix multiplier -- I'm a bit rusty. Note that the meaning of 'normal' can be a bit confusing here -- The 'vertex normal' (gl_Normal) is a vector pointing directly 'away' from the ...


1

I followed @nexx's comment. and made a 2 pass surface shader which give colors to hidden pixels. You can use built-in light function or Unlit version(commented). Hope this help for others finding this kinds of effects. Shader "Test/HiddenPixelColoring" { Properties { _MainTex ("Texture", 2D) = "white" { } } SubShader { ...


1

First, Effects 11 is deprecated, or rather the HLSL profile you need to use it (fx_5_0) is deprecated. You can use still it with the Windows 8.x SDK copy of D3DCompile, particularly if you are using the GitHub open source version of the FX11 library as long as you are comfortable with this caveat. You don't 'need' to use it, but some people have found it ...



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