It's been quite a few months now with little to no updates. I'm sorry about that.
It's a combination of things, none of them individually overwhelming but all of them adding up to my inability to create new content.
I started this patreon as a way to help me fund and create my own game, with the idea being that I would share the assets from the game as I made them. But other commitments have shifted me away from self directed game development. Mostly I've taken on more contract wo...
2022-03-21 03:03:12 +0000 UTC
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A small and simple little tweak to custom lighting on a shader. It ignores the normals near to the light source to create a soft bleed-through effect, like a directionless subsurface scattering.

There's also a slightly hue shift towards the edges of the light radius to create a more interesting palette.
2022-02-08 02:11:32 +0000 UTC
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Here's an easy way to make an interactive waterfall, by rendering particles to a render texture via an orthographic projection that's aligned with the waterfall surface. These particles define the negative space part of the waterfall - the gaps created by the objects blocking the water.
It uses very basic collision with the waterfall volume, emitting particles at the centre of each collider. It also adjusts the particle size based on the collider size, which works well ...
2021-12-21 09:57:49 +0000 UTC
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PSA: I'm not super familiar with any of this, so there might be incorrect assumptions and mistakes, if so, sorry, I'll correct them as I learn more!
I've been playing around with DrawMeshInstancedIndirect, which is like the souped-up version of DrawMeshInstance, in that it's not limited to 1023 instances per draw. It's a bit more complex and confusing, but I think it's worth the effort to get working, there's a lot you can do with a whole lot of instancing.
Using it r...
2021-09-24 03:38:43 +0000 UTC
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Here's a little script and some shader functions that let you write out an object's transformation matrix and then read it as a Signed Distance Field (SDF) in a shader.
I've included 3 SDFs, a basic sphere, a rounded box with adjustable roundness, and a capsule. They can be freely moved, rotated and scaled.
I'm so thankful to the SDF examples by Inigo Quilez here:
http...
2021-08-01 10:27:41 +0000 UTC
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I stumbled upon this really clever shader trick from Pontus Karlsson, where he pushes the verts of a quad mesh into camera facing billboards. You can watch the video of it here.
The benefit of it is that each 'billboard splat' retains the original normal, so you get proper volumetric lighting information without any extra work. You ...
2021-04-26 02:57:41 +0000 UTC
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Here's a maskable blur effect that you can use in a variety of ways. It's done the same way the blur on the refractive rain shader (from here https://www.patreon.com/posts/rain-shader-with-32056295), by using a Command Buffer to grab the screen every frame, blur it, and then write it out as a global texture that can then be sampled in our shaders.
All the important components for this effec...
2021-03-08 11:35:27 +0000 UTC
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This is pretty much the same as the previous Environment Interaction asset, now cleaned up, a bit easier to use, and updated with a few extra things that I've added in since I made the original.
The main visible addition is the grass swaying on the ground trail. The trail now wobbles between and outward push and an inward pull over time, which gives recently disturbed grass a swaying motion as you move through it.
The main 'cleaned up' part is the render texture is handle...
2021-02-11 13:14:46 +0000 UTC
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I was recently reminded about the cool ground fog in Mario Odyssey by this tweet https://twitter.com/Patrickd3/status/1351245697845239809
I'd always wanted to give it a try, and then I realised I had the fx setup done already from the original Environment Interaction post, and more recently the Fog of War render texture post. So here's the Fog of War, without the Of War.
Just like the...
2021-01-25 12:10:19 +0000 UTC
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Repurposing the Environmental Interaction render texture camera to create a Fog of War effect.
The G channel is "full fog" (unexplored areas), and the R channel is "semi fog" (explored, but currently unobserved areas). You can mark areas as covered by the fog using the special Fog of War Quads that exist in the FogObjects layer.
The terrain shader samples from this to become desaturated and hidden in the fog areas, and the enemy shader samples from this to do a dissolve f...
2021-01-18 05:53:01 +0000 UTC
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The in-built Particle Ribbons are pretty limited to create this effect, and a few workarounds have to be done to get it functional, but it works well enough for a quick one-off. To take it further I'd want to generate my own mesh, to allow the ribbon to split into multiple ribbons when the points are too far apart, to interpolate the line, and to have more control over the UV layout and keep a consistent mapping.
2021-01-18 02:07:34 +0000 UTC
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A simple way to make particles spawn on a weapon and leave a trail behind, plus a few fun particle shader variations for magic weapons - because sharp steel isn't deadly enough, it has to do elemental damage as well.
We want the weapon to leave a trail of particles behind when it's moved. But since you'd normally put the pivot point of a weapon at the handle, to make it line up easier for grab attachment, you won't be able to use the Rate Over Distance emission to spawn particles when t...
2020-12-22 13:33:37 +0000 UTC
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Here's a fun little bubble popping shader that works on particles. Good for mud, lava, or other bubble forming liquids.
The bubble popping part is all done with opacity clip and vertex offset - I've made a quick toon-lite version as an example, but you can create your own colour variations depending on the bubble material you're after (or let me know what you'd like and I'll make it up for you - tis but the work of a moment).
I've used a sub emitting particle system for the 'poppi...
2020-12-11 10:40:56 +0000 UTC
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Ever since seeing the cool explosions in Remedy's Control, when you pop the "Hiss" off a possessed enemy, I've been wanting to play with adding more feedback build-up into my shaders.
Here is the my initial playing around with implementing a basic feedback loop that I put together a while ago, but never got around to completing. It's very bare bones, simply a second "feedback camera" that is rendering anything on the feedback layer to a literal quad in front of the main camera, which is...
2020-11-16 13:16:48 +0000 UTC
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I wanted to go over some of the basics of how the mesh lights are put together, and some additions and fixes I've stumbled upon recently.
The above gif is from some lighting tests I'm doing for a project I'm working on that's going to probably be implementing these mesh lights. You can see a few more gifs in this thread https://twitter.com/Ed_dV/status/1321332232879943681
One of the thin...
2020-10-29 02:56:55 +0000 UTC
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Hello!
The type of content I’ll be producing for patreon will likely change over the next few months, from almost entirely (100%) shaders and effects, to other game assets, such as 3d models, textures and perhaps some animations too. Still with a focus on non-photorealistic and stylised aesthetics. I’d like to start creating more assets for my own personal game project which is based in a fantasy setting, so expect weapons, trees, castles and monsters
2020-10-26 07:13:33 +0000 UTC
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I thought it would be a good idea to explore a few more simple variations of the mesh lights from the previous post. These ones don't use N.L light direction, so they're more like volume projection than a different way to do lighting. I've put them all on a rounded cube volume for these examples, but you can just swap that out for spherical volume if you'd prefer (let me know if you have any problems with this).
There's a Directional Ambient light version, that lets you...
2020-10-26 03:47:38 +0000 UTC
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I've added some basic texture projection into the fake mesh light shader. It can now project a cubemap texture or 2d texture spherically around it. The 2d mapping will need tweaking if you need it to visually match the emitter sphere, depending on how you've uv mapped that.

I've also included a version of the shader that acts as a directional projector. Unlike the standard Unity proj...
2020-10-13 01:08:40 +0000 UTC
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I've been wanting to make this one for a while - instead of using point lights, this shader fakes it with a billboard quad and calculates all the lighting manually using the Normals and Depth information in the _CameraDepthNormalsTexture render texture. You'll need to make sure your camera is rendering this DepthNormals texture if it's not already. There's a script included to force it.
Some of the benefits of this is what you can have a thousand lights shining in forwa...
2020-09-22 04:33:45 +0000 UTC
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I thought it would be a good idea to write up some of the basics of Toon Lighting for anybody that isn't familiar with it. There are heaps of ways to approach this, depending on your rendering pipeline and the style you're going for, this is just one simple way that I enjoy playing with.
The examples below are made in Amplify Shader Editor
2020-09-15 09:07:59 +0000 UTC
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Hello everybody! You might have noticed that I've been absent for the last 2 months and paused the patreon in that time. I'm sorry I haven't been as active as I'd like to be with new content and help on the discord.
I've had a bunch of non work related things on my plate, but I'm hoping that is mostly behind me now and I can start focusing on shaders and art and game development again. Thanks for sticking around, and I hope I can continue to create things that you find interesting and u...
2020-09-08 04:45:33 +0000 UTC
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I'm back after a short break in which I focused on health and family and all things that aren't shaders. So I'm easing back into it with a smudgy depth-based pixelization shader I've been wanting to make for a while.
It blends between 3 levels of pixelization so objects closer to you are more 'in focus' and objects further away get to stay as chunky pixels. I've also added in a smudge factor and some noise options to the mapping, because pixels aren't sacred and it's okay to smear them ...
2020-09-07 07:46:12 +0000 UTC
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Hello everyone.
Things have gotten a bit busy at the moment, and I haven't been able to spend the time I've wanted to on working on Patreon posts recently, so I'm putting a pause on payments for the next billing cycle.
What this means is you won't get charged on August 1st, but I still intend to update the Patreon with some shader and game asset goodies during the month if I can.
If you can stick around until things pick up, I really appreciate it, but...
2020-07-13 03:13:28 +0000 UTC
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Here's a way to fake the rendering of a lit sphere on a quad. Currently all the sphere calculations are done using Maths (generating world normals and spherical depth from the quad UVs), but I'd like to do some tests to see if it might be more performant to bake the normals and depth and use a texture sample instead.
Pros:
* Perfectly round spheres at any scale.
* Have hundreds or thousands of them as particles, they're just quads.
* The triplanar mapped v...
2020-06-17 07:08:29 +0000 UTC
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Here are a few variations on the blobby polygon compositing shader I've been playing with. In the original version of this effect, I blurred the normals and then injected that back into the render stack, which only works in deferred rendering.
In these versions I'm instead writing out the blurred pass to a render texture, setting that as a global texture, and then using that directly in the particle shaders. This means they now work in both forward and deferred
2020-06-06 04:43:55 +0000 UTC
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Here is a way to make blobby liquids and smoke from simple geometry (sphere in this case) by messing with the gbuffer (blurring the normals) and then compositing it back to the main camera with a depth comparison.
This is a big one for me, with a bunch of different areas all coming together. It's important to know that it's just a starting point, I feel like there's so much potential in this area that I'll be playing and uncovering things here for a while. I'm very exc...
2020-04-30 02:59:42 +0000 UTC
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I made a bare-bones radial (pie?) chart shader, for a mana collection mechanic I'm working on - but then I realised I prefer using vanilla 'resource bars' instead. Hopefully somebody can get some use out of it.
It's using a length from UVs to get a perfect circle for the amounts, but if you swapped it over an alpha step and had an interesting gradient you could get some cool effects as the slice fills up?
2020-04-06 01:08:30 +0000 UTC
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A very simple example of how you can adjust shader properties via UI events via script.
I might expand this more in the future to add a better colour picker (with colour set by code), use Material Property Blocks instead for performance, and other bells and whistles. Let me know if there's anything you could use and I'll add it in there.
2020-04-02 01:46:21 +0000 UTC
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Here's a simple Toon Eye shader with some nifty eye related features. The pupil and iris centre is pushed back via parallax, and the specular reflection is a static matcap, so it always glints in the same place. This is not at all realistic, but gives a more controllable toony effect.
I've split the input textures up into separate Pupil, Iris, and Specular textures to make it easier to swap stuff out, but these can absolutely all be squeezed into one single RGBA texture if you want.
...
2020-03-19 01:41:55 +0000 UTC
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I've been working on tweaking the terrain shader for Black Ice (a cool Tron-like FPS looter/shooter that I've been privileged to be able to contribute a few assets to) - adding some visual features and giving the level designers more controls to fine tune the look of certain areas in the game.
Garrett Cooper, the creator/de...
2020-03-06 13:54:37 +0000 UTC
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