ShaderGraph-Parallax-Mapping-Node-with-Channel-Select
unity-fbm-clouds
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ShaderGraph-Parallax-Mapping-Node-with-Channel-Select | unity-fbm-clouds | |
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1 | 1 | |
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0.0 | 3.2 | |
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HLSL | HLSL | |
The Unlicense | MIT License |
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ShaderGraph-Parallax-Mapping-Node-with-Channel-Select
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How to achieve this topography effect in URP shader graph?
Also this might help. If it works. Sorry don't have time to test atm. https://github.com/Invertex/ShaderGraph-Parallax-Mapping-Node-with-Channel-Select
unity-fbm-clouds
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Unity volumetric clouds.
Volumetric clouds shader for Unity using Fractal Brownian Motion and Parallax Raymarching. GitHub Repo
What are some alternatives?
Noisy-Nodes - Adds various noise generation nodes to Unity Shader Graph, including 3D noise nodes.
UnityURPToonLitShaderExample - A very simple toon lit shader example, for you to learn writing custom lit shader in Unity URP
Anime-Speed-Lines - Post-processing effect to procedurally generate a anime/manga-style vignette of lines typically used to portray speed or surprise.
URP_GrassGeometryShader - Example of a Grass Geometry Shader for Unity, Universal Render Pipeline. Based on https://github.com/IronWarrior/UnityGrassGeometryShader
Stylized-Water-Shader-Unity-URP - Stylized water shader for Unity 2021 (URP) and higher. Optimized for mobile. 🌊
Eyeball - Unity VFX Shader Graph sample
URP-Simple-Per-Object-Motion-Blur - A simple implementation of a Per-object motion blur effect for Unity URP (v14+)
TMP3D - A small extension that makes 3D text with Unity's TextMeshPro possible. It uses raymarching and a geometry shader to work around the limitations of TMP at the moment
3d-game-shaders-for-beginners - 🎮 A step-by-step guide to implementing SSAO, depth of field, lighting, normal mapping, and more for your 3D game.
NoiseShader - Noise shader library for Unity
MMDGenshin - Shader written for MMD to replicate the visual style of Genshin Impact
UnityURP-AnimeStyleCelShader - A custom shader and post-processing effect for achieving anime-style characters or levels in Unity using the Universal Render Pipeline.