Posts from 2025-03-27 with #shader

On this day: 1142 posts, 75 reposts, 1494 total likes.

Just released FurFX 0.3! 🎉
- Added skinned mesh support
- Added Forward+ support
- Added additional lights support
and more :)

realduende.itch.io/furfx

#gamedev #unity #shader #fur #indiedev #VFX

Posted at: 2025-03-27 00:37:08 UTC

Parameterized pretty much every AudioLink thing I'd personally want in my shaders, time to make some stuff c;
#vrchat #unity #vfx #shaders #fx #vrc #avatars #vrcassets #unityvfx #vrcshaders #gamedev #gamedevelopment #stylized

Posted at: 2025-03-27 05:45:41 UTC

FurFX is now available on Unity Asset Store! 🎉🦊

assetstore.unity.com/packages/pac...

#gamedev #unity #shader #fur #indiedev #VFX

Posted at: 2025-03-27 12:14:12 UTC
@astralarena.bsky.social avatar
@astralarena.bsky.social (Astral Arena Dev | Wishlist!)

whilst workin' on the master shader for my new VFX I accidentally made fire
Just call me Prometheus 🔥

#gamedev #indiedev #vfx #shader

Posted at: 2025-03-27 12:19:44 UTC

✨Shader Magic✨

This shader creates a distorted triplanar weight mask with sine waves—perfect for when dithering fails or blending is too expensive, like with POM and Nanite displacement.

+23 instructions 🎨

Follow for more tips! 💚👀

#TechArt #GameDev #UnrealEngine #Shaders #3DArt #IndieDev

Posted at: 2025-03-27 15:00:06 UTC
float adjustedNoiseStrength = NoiseStrength / NoiseScale;
float3 scaledUVW = UVW * NoiseScale;
float3 noiseAccumulation = float3(0, 0, 0);

for (int i = 0; i < NoiseIterations; ++i) {
    float loopNoiseScale = NoiseScale * pow(4, i);
    
    float noiseValue = scaledUVW.x * scaledUVW.y * scaledUVW.z * loopNoiseScale;
    noiseAccumulation += float3(sin(noiseValue), cos(noiseValue), 0) / loopNoiseScale;
}

noiseAccumulation /= NoiseIterations;
float3 transformedNormal = pow(abs((Normal) + noiseAccumulation * adjustedNoiseStrength), 100);
float3 normalizedNormal = transformedNormal / dot(transformedNormal, float3(1, 1, 1));
return step(float3(0.5, 0.5, 0.5), normalizedNormal);
Alt: float adjustedNoiseStrength = NoiseStrength / NoiseScale; float3 scaledUVW = UVW * NoiseScale; float3 noiseAccumulation = float3(0, 0, 0); for (int i = 0; i < NoiseIterations; ++i) { float loopNoiseScale = NoiseScale * pow(4, i); float noiseValue = scaledUVW.x * scaledUVW.y * scaledUVW.z * loopNoiseScale; noiseAccumulation += float3(sin(noiseValue), cos(noiseValue), 0) / loopNoiseScale; } noiseAccumulation /= NoiseIterations; float3 transformedNormal = pow(abs((Normal) + noiseAccumulation * adjustedNoiseStrength), 100); float3 normalizedNormal = transformedNormal / dot(transformedNormal, float3(1, 1, 1)); return step(float3(0.5, 0.5, 0.5), normalizedNormal);
@amplifycreations.bsky.social avatar
@amplifycreations.bsky.social (Amplify Creations)

🔥 Assets Powered by #AmplifyShaderEditor - Part 8 🔥
www.youtube.com/watch?v=zYi6...

#Unity3d #Gamedev #Shaders

Posted at: 2025-03-27 19:02:38 UTC