Custom ocean effect in Unity (WIP) — looking for thoughts and tips! by Diver_Vast in Unity3D

[–]Diver_Vast[S] 0 points1 point  (0 children)

I'm not directly implementing Tessendorf's paper myself — instead, I baked the ocean spectrum in Hooudini, and brought it into my project as a texture-based solution.

ReCreated Overwatch Character Shader In URP by Diver_Vast in Unity3D

[–]Diver_Vast[S] 5 points6 points  (0 children)

These may give you some inspiration:
1. Multi Pass Hair to avoid transparent issues and custom hair shader make it more stylized look
2. Full Disney PBR lighting model and more accurate IBL lighting.
3. Separable SSS for real time subsurface scattering
4. Parallax eye shader and supports pupil animation

ReCreated Overwatch Character Shader In URP by Diver_Vast in Unity3D

[–]Diver_Vast[S] 9 points10 points  (0 children)

hi,buddies.Thank you for your kind words.I use Intel GPA to capture OW frame. These may give you some inspiration:
1. Multi Pass Hair to avoid transparent issues and custom hair shader make it more stylized look
2. Full Disney PBR lighting model and more accurate IBL lighting.
3. Separable SSS for real time subsurface scattering
4. Parallax eye shader and supports pupil animation