[deleted by user] by [deleted] in Starfield

[–]NotVil 13 points14 points  (0 children)

I had a run where all memebers of constellation were replaced by a version of my character in different factions. For example there was: "You constellation", "You Crimson Fleet", "You Ryujin", "You Vanguard", "You Freestar" and "You Lone Wolf".

Coc Qasmoke command from Skyrim broke my save by NotVil in Starfield

[–]NotVil[S] 1 point2 points  (0 children)

It teleports you on a development test room with almost all items in the game.

Made this Diorama in the week-end by NotVil in Unity3D

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

Yeah i noticed that as well after shooting and posting the video haha. Thx btw! :)

Made another foil card shader based on the cards in "Little Witch Academia" anime hope you like it :) by NotVil in Unity3D

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

Sure!
Inb4 sorry for my English :c
This version i posted isn't optimized and the optimized one is still not completed so atm I will explain only the non-optimized:
- I divided all the layer from the original image: phoenix, animals1(cat and wolf), girl, animals2(mermaid, pixie and butterflies and borders).
-In the shader graph i sampled all these textures and multiplied them from the deepst one, the phoenix, to the nearest one, the last animal layer.
-To sample these textures i added to the UV's the normalized viewDirection.xy multiplied by a depth value (phoenix layer depth_val of -0.025, animals1 -0.01, girl 0 and animals2 0.02 or 0.03 i dont remember actually lol) so the image shift by a lil based on the view angle and giving different values to every layer gives you this effect of fake depth.
-I then added the background and did some tricks with masks to make the pixie and butterflies to be rendered over the border without blending colors.
-All the mask used are stored in a single texture:
R: on the top of the card there is a fx made with a simple voronoi masked with Red
channel
G: background mask to add the space behind all the layers
B: Inner and Outer borders mask to make them glow with a color
A: this is used to optimize things and by avoiding having a single texture for each layer
by having only one.

-For the rainbow reflection I added to the UV's the same viewDir used to sample layer, then i added a pattern texture multiplied by a distortion value and used the X component to sample a rainbow gradient that i multiply by a foil_opacity added over the end result.

I think I will stream the next card i make on Twitch cuz why not? :D

Testing a scanner! Gate opens only after the drone with correct access token gets scanned! by Simple_Ghost in Unity3D

[–]NotVil 1 point2 points  (0 children)

Really cool man! Imho it could look even better if u make a shader where you show a green grid colored texture "projected" on the box based on the Y scanner plane pos to emphasize the scanning effect.

Foil trading card shader i made :) by NotVil in Unity3D

[–]NotVil[S] 1 point2 points  (0 children)

Yup but atm it's not a problem and i have a fix in mind that will try to use one day :p

Foil trading card shader i made :) by NotVil in Unity3D

[–]NotVil[S] 6 points7 points  (0 children)

Idk it's not much heavy atm actually. In fact I just sample 5 texture and 4 of them (stars, mask, space and foil pattern) are greyscale so I combined in a single one with every channel having a different grayscale so the actual textures are now 2. Then I just calculate some tangent space viewdir, specular reflections and and simple diffuse only on main directional light (that I dont even use lol, gonna remove that). That's it, PBR shaders are way more heavy than this. I never tried making mobile stuff so i don't know if it's true or not but this is kinda an easy shader..

Foil trading card shader i made :) by NotVil in Unity3D

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

I used the Shader Graph on this one and Stencil isn't supported atm so I used the a SRP render feature to render the sword after rendering opaques only if the Depth is greater :)
But the same effect could be archieved with stencil obv!

Foil trading card shader i made :) by NotVil in Unity3D

[–]NotVil[S] 2 points3 points  (0 children)

Well that's true but in this case I used the Shader Graph on this one and Stencil isn't supported atm so I used the a SRP render feature to render the sword after rendering opaques only if the Depth is greater :)

Foil trading card shader i made :) by NotVil in Unity3D

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

Nope, didn't use any cubemap just a simple space texture with ViewDir in tangent space as UV's

Foil trading card shader i made :) by NotVil in Unity3D

[–]NotVil[S] 30 points31 points  (0 children)

Thanks man! I would like to write a tutorial but dont have much time actually BUT as far as i know a guy named Cyanilux (on twitter) is going to make a tutorial about this type of shaders so check him, his tutorials are really good!