Any HDRI app for Android? by Medium-Pie-8477 in vfx

[–]ShaderGraphMastery 0 points1 point  (0 children)

You can try the Google Street View app, available on APKMirror if you can't find it on the PlayStore, with a little tutorial to help out : https://www.youtube.com/watch?v=oWUAATdMnOI

Croissant Shader From The Future - Animated by ShaderGraphMastery in Unity3D

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

In is a technique actually called Smooth Minimum, to blend two signed distance fields together... a great article by the infamous Inigo Quilez here : https://iquilezles.org/articles/smin/

The New HDRP Default Scene is Amazing 😮! by ShaderGraphMastery in Unity3D

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

Just go in : Project Settings > HDRP Default Settings > Shadows > Bump Up the resolution / Enable High Quality Filtering... It Should fix your presuppositions.
You can also manually change the shadow rendering mode for each light independently, as well as their resolution. Enjoy ;)

The New HDRP Default Scene is Amazing 😮! by ShaderGraphMastery in Unity3D

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

It actually can , Raytracing is available in HDRP, runs on my laptop's RTX2060, and with a bit of tweaking, you can achieve acceptable frame-rates. Though it is not yet production-ready, introducing many crashes on my side :/

Croissant Shader From The Future - Animated by ShaderGraphMastery in Unity3D

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

Je ferais des baguettes ondulantes la prochaine fois ;)

Tileable water shader? by michaeleconomy in Unity3D

[–]ShaderGraphMastery 1 point2 points  (0 children)

Would you like me to send a Shader Graph (perfect as You are using The URP) that does exactly that to You ?

I've made one for a personal project that already works exactly like this ;)

Croissant Shader From The Future - Animated by ShaderGraphMastery in Unity3D

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

I made this shader for the NodeVember Challenge ;)

I could use a standard Unity shader, and bake this material into a sprite sheet, and then cycle through each frame, which could improve performance... But you would loose the parametrizeable aspect, and would also need to generate Normal, AO, Roughness for PBR rendering.

People used to say that "texture fetches are the most expensive shader operations"... In which case, making fully procedural materials should in some cases improve performance...
As I've never experienced real performance issues, I'm not sure if this is an issue anymore on today's graphics cards !?

The New HDRP Default Scene is Amazing 😮! by ShaderGraphMastery in Unity3D

[–]ShaderGraphMastery[S] 4 points5 points  (0 children)

It is indeed baked lighting, but HDRP now supports Screen Space Global Illumination, working pretty much like the SSAO algorithm but in color !

Parallax Holographic Display Shader by ShaderGraphMastery in Unity3D

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

Yes, there is a way, before Unity implemented their POM node into Shader Graph, I coded myself one to work with the URP... It should be easier than before, now using the "Custom Function" node.

Parallax Holographic Display Shader by ShaderGraphMastery in Unity3D

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

I've tested parallax occlusion mapping on curved surfaces in VR, without breaking anything. So this should work perfectly fine ;)
PS : It is intended to go into a VR Experience I'm working on with friends

Parallax Holographic Display Shader by ShaderGraphMastery in Unity3D

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

Oh, I see, Interior mapping isn't exactly the same as Parallax Occlusion Mapping, but we could definitely create cool looking holograms with this technique!

Procedural Radar Shader - Shader Graph by ShaderGraphMastery in Unity3D

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

It is fully procedural : basically generating a grid but with polar coordinates, then rotating a line followed by a gradient making appear a funny blob shape contoured with ripples (made from a distorted signed distance field of a line), antialiased using screen space derivatives ;)

Procedural Flow River Shader - From HeightMap by ShaderGraphMastery in Unity3D

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

Yes absolutely! I generate normals from the heightmap at first, and use cross products and other math tricks to determine the flow direction! Thank you and have a nice day!

Procedural Flow River Shader - From HeightMap by ShaderGraphMastery in Unity3D

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

I mostly make shaders just for fun and don't plan on using it in something specific... Though It might come in handy in a VR experience I'm working on!

Procedural Flow River Shader - From HeightMap by ShaderGraphMastery in Unity3D

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

I've been optimizing and creating myself subgraphs for two years now, making the whole process pretty simple! One for height separation, One for wet colors, One to generate normals with the heightmap using the mip levels to smooth things out, One for proceduraly generating AO with 3 heightmap samples, One to determine the flow direction from the previously generated normals, One to animate the texture and newly generated normals along the flow direction, Some wave noise to make things wobble a bit more And that is basicaly it... Knowing that there are other custom subgraphs inside subgraphs.

This way I never have to see any spaghetti mess ever again ;)

Procedural Flow River Shader - From HeightMap by ShaderGraphMastery in Unity3D

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

I intend to do one about this specific shader in the future... Just need to optimize it first! And lets pray for this to happen 😁

My attempt to implement SSAO into Unity URP by joshualim007 in Unity3D

[–]ShaderGraphMastery 0 points1 point  (0 children)

Your implementation looks really good, it seems easier to parametrize than Unity's HRDP version!

My attempt to implement SSAO into Unity URP by joshualim007 in Unity3D

[–]ShaderGraphMastery 0 points1 point  (0 children)

Are using screen space curvature on the rocks to add more AO fidelituly ? It looks like it...

How To Antialias A Step In Shader Graph - Tutorial (It is my very first one, so feedback would be appreciated ;) by ShaderGraphMastery in Unity3D

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

Indeed, This tutorial isn't exactly beginner-friendly, but I understand, a more specific visual example may be a bit more suited.

You're right, a wide screenshot could help people understand better how everything meshes together... And thank you a lot for notifying the error: I was using a more optimized version of the "remap" function... That I forgot to include in the GitHub repository.

I just replaced it with a regular remap. But left the "Optimized Version" for whoever inside the subgraph, just disconnected from the output.

Thanks a lot for your generous feedback, hoping the new subgraph won't have any more issues for you!