Post-Processing-Scan
UnityURPUnlitScreenSpaceDecalShader
Post-Processing-Scan | UnityURPUnlitScreenSpaceDecalShader | |
---|---|---|
4 | 1 | |
718 | 1,164 | |
- | - | |
3.9 | 0.0 | |
11 months ago | over 1 year ago | |
ShaderLab | ShaderLab | |
The Unlicense | MIT License |
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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
UnityURPUnlitScreenSpaceDecalShader
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After suggestion from other devs, update the aiming helpers with screen space decals in URP. What do you think? The red stripes are shown when the pitch/roll angles are wrong. The blue circle is the predicted touch site.
I have to use Screen Space Decals from NiloCat (link).
What are some alternatives?
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