Post-Processing-Scan
GPU-Fog-Particles
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Post-Processing-Scan | GPU-Fog-Particles | |
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4 | 3 | |
717 | 413 | |
- | - | |
3.9 | 3.1 | |
11 months ago | 11 months ago | |
ShaderLab | GLSL | |
The Unlicense | The Unlicense |
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Post-Processing-Scan
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I made a procedural distortion shader that can be rendered and controlled by individual particles. It features smooth blending against intersecting geometry seamless effects, like SHOCKWAVES. ✨⭕️
This is a WIP for URP, and I plan on releasing it free on my GitHub alongside my other open Untity/VFX projects when I've finished.
- Getting points along the surface of terrain / sound wave over terrain
- Released an update to my FREE post-processing scan effect for URP (GitHub link inside).
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Just released my free, open-source POST-PROCESSING SCAN effect on GitHub! Link in comments. Fully unrestricted license -> do whatever you want, commercial or otherwise.
### GitHub Download: https://github.com/MirzaBeig/Post-Processing-Scan
GPU-Fog-Particles
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Just released my free, open-source POST-PROCESSING SCAN effect on GitHub! Link in comments. Fully unrestricted license -> do whatever you want, commercial or otherwise.
I'd copied over the markdown from my other repo which has it has a .txt. I think I added it manually there, and set the license directly from GitHub when creating the new repo.
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Released a FREE pseudo-volumetric textureless particle shader and prefabs for rendering dense, atmospheric fog. Same technique is used in a lot of games. Link in comments!
Download from GitHub. License is unrestricted, aka -> do whatever you want.
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I'm wondering how to achieve the fog like seen in the game "Scorn"
GitHub: https://github.com/MirzaBeig/GPU-Fog-Particles
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