Cyan✨
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cyanilux.bsky.social
Cyan✨
@cyanilux.bsky.social
🧙‍♂️ Random Shader Experiments | Hobbyist Gamedev | He/They | ✨
Unity ShaderGraph Tutorials - cyanilux.com
Yes, should do
October 17, 2025 at 1:25 PM
Not a bother, ask away!~
if character count is an issue can ask on my discord server (linked at top & various places on my site)
just hoping I know the answers 😅
December 6, 2024 at 11:12 PM
It's a custom shader in the scene rather than post-process based, but yeah using some similar concepts
November 29, 2024 at 9:31 PM
Hehe, can't give the secrets away too early~
(ty!)
a woman is standing in front of a screen that says enhance enhance enhance enhance enhance enhance
Alt: a woman is standing in front of a screen that says enhance enhance enhance enhance enhance enhance
media.tenor.com
November 29, 2024 at 9:18 PM
Thanks! 😀✨
November 29, 2024 at 9:14 PM
Is there still some space for me? 👀
November 29, 2024 at 8:59 PM
thanks!
sorry I don't currently, but this reply (and the next in thread) has a little info which could be useful
I don't have a breakdown, but you might be able to find some volumetric raymarching examples around.
At each iteration it projects towards light direction, using ray-plane intersection math to determine coordinate to sample the stained glass texture.
And the ground part is similar to a decal shader.
November 29, 2024 at 8:46 PM
Calculated in shader, was 3 or 4 Gerstner Waves, with an added noise texture to break up some of the obvious repetition
catlikecoding.com/unity/tutori...
Waves
A Unity Flow tutorial about moving vertices to create waves.
catlikecoding.com
November 23, 2024 at 11:09 PM
Thanks! My first thought is to cheat a bit, by passing the required light data in via properties using a C# script, and copy however HDRP calculates the attenuation or use a cone SDF
November 23, 2024 at 1:34 AM
Thank you!! 😇
November 13, 2024 at 3:24 PM
Congrats!!
November 12, 2024 at 11:08 PM