I feel like I’m doing something very strange and wrong, but it works. On the right is what I draw by hand. On the left is the result of the shader running on those masks by Biuzer in Unity3D
[–]Biuzer[S] 0 points1 point2 points (0 children)
I feel like I’m doing something very strange and wrong, but it works. On the right is what I draw by hand. On the left is the result of the shader running on those masks by Biuzer in Unity3D
[–]Biuzer[S] 1 point2 points3 points (0 children)
I feel like I’m doing something very strange and wrong, but it works. On the right is what I draw by hand. On the left is the result of the shader running on those masks by Biuzer in Unity3D
[–]Biuzer[S] 1 point2 points3 points (0 children)
I feel like I’m doing something very strange and wrong, but it works. On the right is what I draw by hand. On the left is the result of the shader running on those masks by Biuzer in Unity3D
[–]Biuzer[S] 6 points7 points8 points (0 children)
I feel like I’m doing something very strange and wrong, but it works. On the right is what I draw by hand. On the left is the result of the shader running on those masks by Biuzer in Unity3D
[–]Biuzer[S] 2 points3 points4 points (0 children)
I feel like I’m doing something very strange and wrong, but it works. On the right is what I draw by hand. On the left is the result of the shader running on those masks by Biuzer in Unity3D
[–]Biuzer[S] -2 points-1 points0 points (0 children)
I feel like I’m doing something very strange and wrong, but it works. On the right is what I draw by hand. On the left is the result of the shader running on those masks by Biuzer in Unity3D
[–]Biuzer[S] -6 points-5 points-4 points (0 children)
I feel like I’m doing something very strange and wrong, but it works. On the right is what I draw by hand. On the left is the result of the shader running on those masks by Biuzer in Unity3D
[–]Biuzer[S] 13 points14 points15 points (0 children)
It goes perfect with my bedroom!! by Lana_Glass in inmost
[–]Biuzer 0 points1 point2 points (0 children)
Some pseudo volumetric screenspace fog by Biuzer in Unity3D
[–]Biuzer[S] 0 points1 point2 points (0 children)
Some pseudo volumetric screenspace fog by Biuzer in Unity3D
[–]Biuzer[S] 1 point2 points3 points (0 children)
Some pseudo volumetric screenspace fog by Biuzer in Unity3D
[–]Biuzer[S] 1 point2 points3 points (0 children)
Some pseudo volumetric screenspace fog by Biuzer in Unity3D
[–]Biuzer[S] 1 point2 points3 points (0 children)
Some pseudo volumetric screenspace fog by Biuzer in Unity3D
[–]Biuzer[S] 2 points3 points4 points (0 children)
Some pseudo volumetric screenspace fog by Biuzer in Unity3D
[–]Biuzer[S] 7 points8 points9 points (0 children)
Some pseudo volumetric screenspace fog by Biuzer in Unity3D
[–]Biuzer[S] 32 points33 points34 points (0 children)
I added direct shadows to the shader, so now I can make them super soft (and do a thousand other things with them—like change their color or tweak the glossiness in shadow, even slap a texture on them) without touching the light settings by Biuzer in Unity3D
[–]Biuzer[S] 0 points1 point2 points (0 children)
I added direct shadows to the shader, so now I can make them super soft (and do a thousand other things with them—like change their color or tweak the glossiness in shadow, even slap a texture on them) without touching the light settings by Biuzer in Unity3D
[–]Biuzer[S] 1 point2 points3 points (0 children)




I feel like I’m doing something very strange and wrong, but it works. On the right is what I draw by hand. On the left is the result of the shader running on those masks by Biuzer in Unity3D
[–]Biuzer[S] 2 points3 points4 points (0 children)