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(Old version of this repo is privated!) My personal shader "Portfolio" I guess. I will try showcase many of the shaders I create for fun through shader code mainly, most likely won't have any shader graph stuff (BIRP).

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My Shader Showcase Project Year 2023 Public Version

Unity BIRP - Version 2021.3.16f1
THIS PROJECT WILL PROBABLY ONLY LAST FOR THE CURRENT YEAR ITS BEING WORKED ON.
I plan on having a showcase project every year so this will probably be for the year of 2023 & a new project will come in 2024.
SHADER SHOWCASE 2024 HERE > https://github.com/j-2k/ShaderShowcase2024

This is my project where I will hold many shaders that I have created & show them as a portfolio/showcase.
This project will hold 2 showcase projects, I explain them below:

  • First part will showcase the Valorant dance effect from the radiant entertainment system with a bunch of my shaders I created & learned throughout the year for fun. This was mainly to re-learn particle effects & learn new shader techniques.
  • Second part will showcase some secret "quake" stuff let's just say that...

(I had to reupload? this repo due to some issues, so here we are... & thanks to the 2 stargazers :>)

Videos out of this Project

Valorant Dance Project Learning Shell Texturing

This project also contains MANY things not shown DIRECTLY! however, these were the biggest things in terms of what I enjoyed making a video out of.
EXAMPLE, fresnel is not shown DIRECTLY, BUT you can still see fresnel shaders in the valorant dance project video, there are many hidden small effects/easter eggs I put in that video!

Shaders currently featured

A lot of these shaders are incomplete but I will add more & finish them up when I prepare a final scene or if I ever need to showcase properly.

  • Spherical Wrapping
  • Dynamic Decal (Source/Valorant Sprays)
  • Stencil Shader (Stencil has an illusion effect)
  • Dynamic Moving Normals (Learning)
  • Skybox Shader
  • Outlines (Using Normals)
  • Fresnel
  • SDF Testing (Learning Signed Distance Fields)
  • Mandelbrot Fractal Shader (Learning Fractals)
  • Valorant Arcade Kill Effect (Dance Version)
  • Various shaders relating to the Q1 Movement Sim
  • Raymarching shader (learning)

WIP Projects

  • Arcade Kill Effect Video // Completed!
  • Quake 1 Player Movement Video // Postponed
  • Water Shader Scene Showcase // Postponed // to be done before the second project a part 1.5-type idea
  • Shell Texture Shader Scene Showcase // Completed! //to be done before the second project a part 1.5-type idea?? maybe this will replace the water shader

License?

Please be careful since I'm using ripped models from popular games. This isn't commercial just going to be for testing & making a video for fun out of it.

My Personal Notes

I know this is late but I realized the formula is written on the bottom of the Wikipedia page for UV maps insanely useful for spherically wrapped objects that need a sphere based UV map

https://en.wikipedia.org/wiki/UV_mapping

FIX FOR SKYBOX STRETCHING THROUGH SHADER CODE

in vert shader:
o.worldPos = mul(unity_ObjectToWorld,v.vertex);

in frag shader:
float3 worldPos = normalize(i.worldPos);
float arcSineY = asin(worldPos.y)/(PI/2); //PI/2;
float arcTan2X = atan2(worldPos.x,worldPos.z)/TAU;
float2 skyUV = float2(arcTan2X,arcSineY);

Shell Texture Shader (128 Textures)

Finished Shell Texturing project (Submitted for #acerolafurrychallenge)
Twitter submission with video > click here

Grass Shells RNGCol Shell

Combined Shell Combined Shell

Acerola 🛐

The first like GIGACHAD & thanks to the other random guy :)
My motivation for the video after seeing this 📈📈📈
Will post my promised video when its done.
twitter post likes on my shell texturing video using the acerolafurrychallenge hashtag

Picture Dump

(2022-2023 Read me) First ever custom shader that looked decent

ShaderShowcaseTree.mp4

$$x=\frac{-b\pm\sqrt{b^2-4ac}}{2a}$$ $$a^2 + b^2 = c^2$$

$$R = R_x(\alpha) \cdot R_y(\beta) \cdot R_z(\gamma)$$

$$ R = \begin{bmatrix} \cos(\gamma)\cos(\beta) & -\sin(\gamma)\cos(\alpha) + \cos(\gamma)\sin(\beta)\sin(\alpha) & \sin(\gamma)\sin(\alpha) + \cos(\gamma)\sin(\beta)\cos(\alpha) \\ \sin(\gamma)\cos(\beta) & \cos(\gamma)\cos(\alpha) + \sin(\gamma)\sin(\beta)\sin(\alpha) & -\cos(\gamma)\sin(\alpha) + \sin(\gamma)\sin(\beta)\cos(\alpha) \\ -\sin(\beta) & \cos(\beta)\sin(\alpha) & \cos(\beta)\cos(\alpha) \\ \end{bmatrix} $$

Good to know after so much time wasted that mathjax is supported natively on MD & on GH-pages but needs only a import.

table header col 1 table header col 2
Table Test Table Test (Image commented here in source >)

scene img ig img vhs filter

Progress Images 1 Progress Images 2 Progress Images 3
Q1P1 Screenshot_4
3

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(Old version of this repo is privated!) My personal shader "Portfolio" I guess. I will try showcase many of the shaders I create for fun through shader code mainly, most likely won't have any shader graph stuff (BIRP).

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