If you or anyone else would like to learn more or enlist my Technical Art services, feel free to DM me!
#TechArt #Unity3D #URP #ShaderGraph #GameDev #IndieDev #RealtimeVFX #TechnicalArtist #GraphicsProgramming #VFX #UnityTips #Shader #MadeWithUnity #GameGraphics #RenderPipeline
Posts by Jackson Hunter
If you would like to find out more about shaders, or enlist my freelance services, feel free to DM me!
#TechArt #Unity3D #URP #ShaderGraph #GameDev #IndieDev #RealtimeVFX #TechnicalArtist #GraphicsProgramming #VFX #UnityTips #Shader #MadeWithUnity #GameGraphics #RenderPipeline
If you would like to find out more about shaders, feel free to DM me!
#TechArt #Unity3D #URP #ShaderGraph #GameDev #IndieDev #RealtimeVFX #TechnicalArtist #GraphicsProgramming #VFX #UnityTips #Shader #MadeWithUnity #GameGraphics #RenderPipeline
I think it’s really good, describes a lot of how it feels to play. Perhaps the only thing missing description is the type of humor the game uses! The game is very rude, very abrasive, it’s worth mentioning that in the hook because it’s a huge part of Embers identity from what i’ve seen!
Perhaps it’s something that’s difficult to answer without a proper tutorial. Could you be more specific on what it is you wish to achieve? Would you perhaps like to move to a private messenger to talk more extensively on your issue?
I’m not at my computer at the mo, but how this works is you split the TexCoord node’s rgb channel and then multiply this value by a variable that can control your gradient. then you simply lerp the result! I predominantly work within Unity however this gradient creation method is very similar in UE!
Hi Dave, if you wish to control your gradient dynamically as you describe. I usually create a vector gradient from UV coordinates and multiply the initial alpha value before the Lerp stage, this allows you to control the position of the gradient with a single float! Hope this helps!
Heya everyone!
Check out my tutorial on how to create the Mario Kart Superstar effect within Unity URP!
www.artstation.com/artwork/0lZ6O8
#mario #mariokart #nintendo #superstar #switch2 #unity #urp #gamedev #shaders
Hey everyone! Check out my article on tips and tricks to use as a Technical Artist within a team!
www.linkedin.com/posts/jackso...
#technicalart #gamedev #article #business #art
Indeed, for beginners they tend to avoid the sine node because it sounds like a complex math node. But it's really simple to understand in reality, and a vital tool for shaders!
Lets take a look at the sine node within Unity!
Utilize Time > Multiply by speed > Sine > Remap to create a flexible sine value that waves between a range of two values!
This can be used for many different movement effects within shadergraph!
#Unity #Shadergraph #Shaders #GameDev #Gaming
Hey y'all! Check out my beginners tutorial on how to create an efficient hologram shader for mobile on my Art Station!
www.artstation.com/artwork/6LZbww
#Unity #Shadergraph #Gamedev #Realtime #Shaders #Gaming
Let's take a look at the Dither Node for Unity!
This node is incredible when combined with alpha clipping for creating fake, dithered transparency, which is incredibly performance cost effective & works on opaque material types.
#Unity #Shaders #Learning #GameDev #Dev #Shadergraph
Evening everyone! Check out my written tutorial on how to create the Iconic Mario Kart Item Box within Unity's URP Pipeline!
www.artstation.com/artwork/6LeykO
#Nintendo #Unity #Shaders #TechnicalArt
Here's the setup, I project the world view vector onto a sampled texture, then I offset it by the camera distance from object to stop it from scaling by distance incorrectly. Then I simply fixate the object offset to the camera direction to make it always project a certain part of the rainbow sample towards the driving vehicles so that the item boxes look relatively the same when driving! This is all then projected onto the mesh itself to make the rainbow look cube-like much like how the games portray it. It's a very specific effect I've been hunting to create. For now I am sampling a seamless texture I found online for demonstration purposes, however later I will create my own!
I'm very happy with the intended effect and how the rainbow is projected onto the inner mesh. All it needs now is some touchups to the case of the item box to look closer to the games and a big blue question mark billboarded in the middle! I'll create these later when I acquire my adobe licenses again...
Currently I've been working on creating the famous Mariokart Item Box! I've cracked the code to getting the rainbow of the item box to display based on projecting the color to each face in a cube-like fashion. I will keep you all updated as I've been stopped in my tracks by my adobe license ending!
I'm going to use this page as a dev log for my future endeavors, through this page I will keep you updated on...
-My WIP portfolio work
-My Finished Portfolio Work
-Events I'll be attending
-Various other happenings that are important to share about me!
Thank you for taking the time to read!