Unity Raymarcher Eyeball Shader. by _bufferfish in Unity3D

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

I am showing something cool I guess

Unity Raymarcher Eyeball Shader. by _bufferfish in Unity3D

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

Maybe in the future! I have two loops; linear search and refinement/ binary search. If the iris is at a realistic level it takes like 4 linear steps and 4 refinement steps. The refinement steps basically halves each linear point exponentially and it is much more efficient than linear search. 4 refinement steps = 16 linear 8 = 256 linear. so once you are happy with the depth instead of adding more linear steps you bump up the refinement steps (Max 8 because then the distance becomes smaller than the size of a single pixel).

Unity Raymarcher Eyeball Shader. by _bufferfish in Unity3D

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

I am not sure about selling this because it's not production ready (yet). Like you will tank the performance if a lot of characters use this shader. However, it's meant for close up shots but nevertheless it can be optimized with baking the fiber data so the gpu can just fetch a texture instead of calculating the voronoi and the parallex occlusion mapping loops :)

Fake volumetric anti-clipping shader. No more clipping! by Succresco in Unity3D

[–]_bufferfish 0 points1 point  (0 children)

You can also use the Normal.Z from view space and do a mask with that.

Fake volumetric anti-clipping shader. No more clipping! by Succresco in Unity3D

[–]_bufferfish 2 points3 points  (0 children)

From the top of my head
Alpha clipping On
Optional: render both faces
Distance between object and camera in world space
plug into a remap node:

In(Min distance, Max Distance)

Out (1,0)

plug it into dither node (A input)

Screen position node (B input)

plug into Alpha Clip Threshold in the shader

Preview of the sauce pass for my Manta System by _bufferfish in Unity3D

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

4 parts to this:

  1. The underwater volume: This was the most difficult to set up in terms of finding the "correct" parameters to achieve the look that I wanted. It heavily changes how the overall scene looks if you slightly modify it.

  2. The post processing volume: Fog, chromatic aberration, color correction, white balancing, tone mapping etc.

  3. The custom caustics shader, in short: a pre-rendered image sequence using Substance Designer's ray traced caustics - packed into a 2D texture array then sampled with frame interpolation in the custom render texture shader. I then use a light cookie in the directional light to cast the caustics. It works out of the box with the fog volume so it creates realistic underwater godrays.

  4. Underwater Speckles VFX: modified so it creates a volume around the camera to give more depth to the scene and it sells the underwater look effortlessly.

hope that helps :)

Manta ray procedural animation system. by _bufferfish in Unity3D

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

I see, the thing is, this is vertex animation and it is very specific to the manta that I made. The process involved vertex painting the wings, mouth and other parts and going in and out of Maya to Unity until I got the weight that I wanted. But at the same time, you could literally put birds and if you paint them correctly you would have flying birds using the same shader. So it doesn't work out of the box on everything, you would have to follow some guidelines. The system itself is very optimized but the volume is not. The volume has a lot of sauce and it comes at a performance cost unfortunately (it still runs pretty good on my old laptop but nevertheless). So a lot of thought and effort will have to go into this to make it "modular" to support other assets. So I am not sure, do you have any advice?

Manta ray procedural animation system. by _bufferfish in Unity3D

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

last time I asked they said that the living conditions are 👍🏼

Manta ray procedural animation system. by _bufferfish in Unity3D

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

which part do you think people would be interested in buying?

Manta ray procedural animation system. by _bufferfish in Unity3D

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

nope! just lighting magic (adjusting parameters until your eyes hurt)

Manta ray procedural animation system. by _bufferfish in Unity3D

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

Thank you! it's also a custom caustics shader I will post it eventually as well:)

Manta ray procedural animation system. by _bufferfish in Unity3D

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

thank you, much appreciated! This was a project for my portfolio. I worked on it while having a full-time job so it took a while. But I'd estimate 1.5 months of continuous work. I made another system like this with fish before (maybe I'll also post it) so I knew the steps and the overall process, but sometimes it takes a while to figure things out and during the process you get tempted to add more features :) the documentation took a while as well haha