MaT
  • Member for 8 years, 10 months
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How to mix pixel colors in Shader?
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4 votes

It was very easy finally. Here is the answer. I am using an external value. half3 original = half3(0.36, 0.74, 0.18); half3 mycolor = half3(1, 0, 0); half value = 0.5; half3 result = original * value ...

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How can I create a glitter effect?
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3 votes

There's an interesting article AMD - Getting Procedural. It seems that sparkles are harder than I think. Decent solution: Use 3D position to index 3D noise function, add the view vector, use frac ...

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Shader value remap - Blend Falloff
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1 votes

As @dari said, the smoothstep function is the best solution to achieve what I need.

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Eye Parallax Refraction Shader
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0 votes

As I am working with Unity, I found an interesting way of calculating the parallax offset inside the engine. It's not physically based but it gives better results than the classic parallax refraction. ...

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Texture coordinates projection
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0 votes

I think that I got a solution but I would gladly know if there are some optimizations possible. My UVs and local coordinates values are corresponding. I mean that they are in the same range value. ...

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Unity - custom Export and Import FBX Data
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0 votes

Here is a great answer from theodox on Stackoverflow. The easy way to do this is to add a custom attribute to an object in the Maya/Max scene and then use the Unity AssetPostprocessor to find ...

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2D water shader similar to Limbo's effect
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Any idea or help about this shader effect ? I found a couple of idea but I don'r know if they are great : GPUGems - Refraction

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2D Water Shader
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I have Unity Pro. I saw that the best way to achieve such effect is to use Grabpass in the shader. But there are two problems with this system : It seems that Grabpass is quite heavy for mobile as ...

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Fog shader camera problem
-1 votes

It seems that it's a Matrix problem o.interpolatedRay = mul(UNITY_MATRIX_MV, v.vertex);

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Special Texture Stretching without deformation
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-2 votes

The Nine Patches algorithm is a really nice and powerful solution if you are using textures but I ended up by using a fully procedural solution. I am just drawing a round box like this. float ...

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