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This was a small shader that came about while I was thinking of different uses for Flowmaps, there are plenty of transition/dissolve effects out there, but most tend to look pretty static since they use static Textures. Here I've flowmapped the noise that drives the dissolve to achieve a location based burn shader. It is far from perfect, but the flowing motion makes it visually appealing as a burning dissolve effet.
This small shader effect came out of another shader I was making that was inspired by this Fog of War Effect I came across on twitter. I then modified the Material Function to work as Teleportation Shader Effect
This is a continuation of the first part, so if you havn't read that I recommend going through that first since this will continue where that left off, and you will need to be aware of that setup, so that you know how to combine both at the end..
I wanted to do this little shader because I had been watching a lot of the The Clone Wars animated show lately, and I wanted to recreate the holograms from the show, I really like the iconic star wars hologram effect, it's very simple yet effective.
This little project was spawned from being inspired by a video I saw showcasing all the cool Glitch Effects from Horizon Zero Dawn
This Post-Process effect came about after I saw this Tweet from Klemen Lozar, it was neat little glitch effect, So I decided to take it a little further and try and make a Post0Process Glitch shader.
This was a quick little effect I came up with, to try and test some ideas I had for some Procedural Vertex Animation and a hacky technique for generating psuedorandom Vectors per face in the Shader. This would probably be infinitely easier to do if Unreal gave us access to Triangle,Vertex and Poly data in the Material Editor. But here's what I did.
Coming Soon..
So this is going to be part 1 of a two parter that will cover how I created my Slope Aware Rainy Surface Material Function in UE4. This part is going to cover how to create rainy ripples/patters on surface that are hit directly by rain, so without further ado, lets get started!
This effect is actually just a re-working of one of my old doodles, the effects is quite simple, but it seemed like a really nice use-case. I've seen similar effects being used for "Loot Pickup Effects" in games. It is a basic Vertex Deformation Shader under the hood
This was a simple apparition material I came up with when I was messing around with Inigo Quillez's distance field functions. This shader uses a scaling Distance Field Sphere as a mask transition the opacity, then we use some vdb textures to make the transition look interesting.
I got some free time this weekend in between school-work, and I decided to go back to doing some shader doodles, I came up with the Post-Process Scan Effect. I imagine it being used in a game as some sort distance based scan Effect.And we also use some simple noise distortion to make the scan effect look a little more interesting
So i've been meaning to do this for a while, but unfortunately finding time was tricky, but I've managed to sneak in some free time in-between assignments to make this write-up. Now, Full disclosure, I am no pro, this was a result of me researching/experimenting trying to get a result, lots of googling etc. So it may not be perfect, feel free to leave some feedback or any changes you may suggest. Anyway lets get started.
Coming Soon..
Coming Soon..