![]() Note: these will be rated by the quality of realistic shading #1 Toon Shader Model by icemega5 Well, worry NOT! It is I, the great “ GloriaTheAnimator” come to help you to choose the best shader for your MMD creations. Cyanilux has created a post that explains setting up stencils in URP.Lookin’ for a good shader to make ya models look great? Stencil ShaderĪ stencil shader was used to make it so that the 3D scene is only visible through the window of the card itself. Using parallax is great way to achieve some sense of depth in an otherwise flat card. A parallax effect can be achieved by offsetting the UVs based on the view direction. The whole card is flat, but by using raymarched spheres and parallax effects, I managed to create a nice 3D effect. Multiple voronoi patterns were overlayed on top of eachother to generate a more interesting pattern. Then, by converting the colors to directions and taking the dot product of this direction and the view direction, I could make different sparkles show up under different viewing angles. Holographic Sparklesįor the sparkles I created some patterns using voronoi functions. However in the end, it was quite a lot of work to render text with the exact font that I wanted, so I decided to just us a simple texture. This is possible for sure, using bezier curves and SDFs and I actually got quite close to rendering letters how I wanted to. TextĪt first, I attempted to do the text in-shader as well. Together with some Blinn-Phong lighting they look 3D and I can fake having 3D objects in the shader without having any actual 3D geometry. There are little spheres in the card that I use for showing the pokemon types and the attacks. If you want more information about drawing 2D SDFs you can check out this page from Inigo Quilez. It was very enjoyable to try and figure out what base shapes I could combine to end up with the right icon. All of the icons exist on the same plane, but I added a parallax effect to fake depth between the icons.įor practice, I recreated several of the pokemon-typ icons. The moon is made out of 2 spheres and the planet is made out of several spheres and ellipses. All of these are a made up of basic signed distance functions.įor the decorational corner pattern, the stars are made out of 2 vesica SDFs blended together. Additionally there are some decorational celestial bodies on the right bottom corner of the card. The card features several icons like the ones used for indicating the type of the Pokémon. This is quite a lot, but I like that I can tweak variables as much as I want until I'm happy with the result. In total, the shader has 65 exposed properties. Here are some of the properties that I use to control the frame of the card. Stencyl shaders full#I have full control over their dimensions which allows me to quickly change the structure and layout of the card. The frame of the card consists of the outer edge, the horizontal divider at the bottom, the 'window' through where you see the Pokémon and the title bar below the window.Īll of these elements are drawn using simple rectangle and polygon shapes. The 3D model of the Cosmog Pokémon was created by AlmondFeather on Sketchfab. The design of the card was inspired by Rob Fichman's work. I ended up using a single 3D model for the Pokémon and a single texture for the text. The goal was to do as much as possible in the shader itself without relying on any textures. A short breakdown of how I made a holographic card shader. ![]()
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