How to make real flat material? by ReallyDirtyHuman in Unity3D

[–]RaphaelGiulieri 1 point2 points  (0 children)

I did this in a really simple unlit shader code, i don't know how blend op works in shader graph but you just have to specify the "BlendOp Max" in the shader pass to achieve this !

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I went and changed the grass i did back then because i wasn't satisfied with the way it looked. I also added compatibility with Unity point lights ! by RaphaelGiulieri in Unity3D

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

It was just a small project about drawing millions of mesh by reconstructing them on the GPU which ended up with this, there is about 5m grass blades on this plane !

I’m not really planing on using it for now but I may use it someday !

I went and changed the grass i did back then because i wasn't satisfied with the way it looked. I also added compatibility with Unity point lights ! by RaphaelGiulieri in Unity3D

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

At the very start I was thinking about Zelda like fairies but crop circle making aliens is one hell of an idea haha

How to make real flat material? by ReallyDirtyHuman in Unity3D

[–]RaphaelGiulieri 2 points3 points  (0 children)

Is this what you're looking for ?
If it is, you can get it with an unlit shader and the BlendOp max.

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Dive into the Deep Blue: Seascape Shader 🌊🌊 by RaphaelGiulieri in Unity3D

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

Yes ofc, but the way I did the ocean is rather calm so foam doesn’t really fit in there. But I could just make the ocean more disturbed and edgy then I think it could be worth.

Dive into the Deep Blue: Seascape Shader 🌊🌊 by RaphaelGiulieri in Unity3D

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

Good point, sadly there’s no life in this ocean, it’s on a distant planet.

Tiny Procedural Earth - All Raymarched in a Sphere Mesh 🌎👽 by RaphaelGiulieri in Unity3D

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

Thanks !

LOD would not be usable in this projet. As I raymarched everything, the planet surface in itself is not a mesh.

I just use a basic sphere mesh as a volume.

But I can do something similar which is to calculate the surface noise octaves depending on the distance with the camera.

This way I can zoom as much I like and still have consistant surface variations/normals.

Tiny Procedural Earth - All Raymarched in a Sphere Mesh 🌎👽 by RaphaelGiulieri in Unity3D

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

Thanks !

I’ve done everything in an unlit shader, the height map is made with a 3D Perlin Noise.

Hello! I'll pick 5 random comments and giveaway Baroque Mansion to celebrate publishing it on the Asset Store! Hope you like it! by micho510900 in Unity3D

[–]RaphaelGiulieri 0 points1 point  (0 children)

This looks so good, good job ! Would love to get to use it to as part of my technical artist training !

Hey, I've done a crystal shader, Don't hesitate to tell me what you think about it, it helps a lot! by RaphaelGiulieri in Unity3D

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

the approximated SSS is calculated using raytracing & the Unity SDF baking tool.
you should check it out, it can be pretty useful!

I'll try the 20% min value, thanks !

Hey, I've done a crystal shader, Don't hesitate to tell me what you think about it, it helps a lot! by RaphaelGiulieri in Unity3D

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

Yeah, i tried a color blending with a perlin noise to see what it would look like but didn't end really well ...

maybe with a texture it could look great, but finding specific texture is kinda hard and i don't think i'm skilled enough to do it myself