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Update about No Updates.

pucklovesgames post Update about No Updates. from patreon

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 ...

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Soft Area Lights - FILES

pucklovesgames post Soft Area Lights - FILES from patreon

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 hu...

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Interactive Waterfall - FILES

pucklovesgames post Interactive Waterfall - FILES from patreon

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 bas...

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DrawMeshInstancedIndirect - FILES

pucklovesgames post DrawMeshInstancedIndirect - FILES from patreon

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 dr...

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SDF Shader - Cutaway effect - FILES

pucklovesgames post SDF Shader - Cutaway effect - FILES from patreon

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...

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Quads to Billboards - FILES (Free)

pucklovesgames post Quads to Billboards - FILES (Free) from patreon

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 he...

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Atmospheric Scattering Fog + Blur Masking - FILES

pucklovesgames post Atmospheric Scattering Fog + Blur Masking - FILES from patreon

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 ...

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Environment Interaction Updated - FILES

pucklovesgames post Environment Interaction Updated - FILES from patreon

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 an...

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Interactive Ground Fog - FILES

pucklovesgames post Interactive Ground Fog - FILES from patreon

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 alrea...

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Fog of War via Render Texture - FILES

pucklovesgames post Fog of War via Render Texture - FILES from patreon

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 FogO...

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Blood Steam using a particle ribbon - FILES

pucklovesgames post Blood Steam using a particle ribbon - FILES from patreon

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 interpo...

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Magic Sword Particles - FILES

pucklovesgames post Magic Sword Particles - FILES from patreon

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 th...

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Bubble Popping - FILES (free)

pucklovesgames post Bubble Popping - FILES (free) from patreon

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 materi...

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Render Texture Feedback - FILES

pucklovesgames post Render Texture Feedback - FILES from patreon

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 co...

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Mesh Lights - WRITE UP

pucklovesgames post Mesh Lights - WRITE UP from patreon

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 threa...

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The next few months of Patreon: Shaders to Swords.

pucklovesgames post The next few months of Patreon: Shaders to Swords. from patreon

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. Iβ...

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Fake Lights 2. Cube Volume Projection - FILES

pucklovesgames post Fake Lights 2. Cube Volume Projection - FILES from patreon

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 ou...

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Mesh Lights with Texture Projection - FILES

pucklovesgames post Mesh Lights with Texture Projection - FILES from patreon

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.

2020-10-13 01:08:40 +0000 UTC View Post

Fake Billboard Lights - FILES

pucklovesgames post Fake Billboard Lights - FILES from patreon

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 D...

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Toon Lighting Basics

pucklovesgames post Toon Lighting Basics from patreon

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 ...

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Important info about changes and expectations.

pucklovesgames post Important info about changes and expectations. from patreon

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 ...

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Smudgy Pixelization Post Process - FILES

pucklovesgames post Smudgy Pixelization Post Process - FILES from patreon

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 furt...

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Patreon Pausing

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 u...

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Sphere Billboards (FAKE Spheres on quads) - FILES

pucklovesgames post Sphere Billboards (FAKE Spheres on quads) - FILES from patreon

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.

<...

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Blurry Blob Variations (forward + deferred) - FILES

pucklovesgames post Blurry Blob Variations (forward + deferred) - FILES from patreon

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 rend...

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Blobby Polygonal Clouds and Liquid - FILES

pucklovesgames post Blobby Polygonal Clouds and Liquid - FILES from patreon

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 ...

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Simple Radial Chart Shader - FILES (Free)

pucklovesgames post Simple Radial Chart Shader - FILES (Free) from patreon

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...

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UI Events To Shader - FILES (Free)

pucklovesgames post UI Events To Shader - FILES (Free) from patreon

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'l...

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Toon Eye - FILES

pucklovesgames post Toon Eye - FILES from patreon

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 in...

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'Black Ice' Triplanar Terrain - FILES

pucklovesgames post 'Black Ice' Triplanar Terrain - FILES from patreon

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 ...

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