u/fespindola
I continue experimenting with procedural sparkles : Desmos and Unity
Because of the non-arithmetic operations involved, some devs say they are expensive for the GPU. Others say they are cheap if you have fewer than 100 particles. What do you think?
Procedural Sparkles with Shader Graph and Particle Systems
Animated sparkles are usually created using sprite sheets. I've been experimenting with generating them procedurally using shaders, and it's cool how a few simple mathematical equations can produce such a nice result.
I like this approach because it gives me more flexibility, and I can edit the VFX in real time. What do you think of the result?
I spent the last nine months writing the second edition of my book, with over 400 pages available in both English and Spanish.
I just wanted to share my happiness with you. It took me a while to update the Unity Shaders Bible for Unity 6 using Shader Graph, but it's finally complete.
Over the years, this book has helped over 10k technical artists and game developers around the world, and I'm incredibly grateful for all the support.
The reason I started this project goes back to 2019. At the time, most shader courses were quite expensive, often costing over $170. I wanted to make shader education more accessible, so I created the first edition of the Unity Shaders Bible as an affordable alternative.
Honestly, I never expected it to become so popular, but somehow it did. Seeing so many people learn from it has made all the effort worth it.
Thanks to everyone who has supported the book over the years. It truly means a lot to me.
Some shaders and VFX I made while writing technical books
Hi everyone! Together with several authors, we've been creating technical books covering Unity, Godot, Blender, and Maya. We're working on expanding our library with even more content soon. In the meantime, feel free to check out our books here π https://jettelly.com/bundles/the-unity-dev-bundle
All the shaders I made while writing the Godot Shaders Bible
The book: https://jettelly.com/store/the-godot-shaders-bible
Would you be interested in a Compute Shaders / VFX book?
Another procedural shape I made while writing the Godot Shaders Bible. Made using Desmos and Godot
Added character-position-based transparency to my flat art using shaders
I'm almost finished writing the Unity Shaders Bible, Second Edition (351 pages so far), and I wanted to add something that could be useful in production, so I created this alpha-cutoff-based transparency system.
The technique is actually pretty simple. I'm using an SDF cylinder that extends from the camera to the character's position, so everything in between gets cut off. I also added a stencil buffer to achieve the flat art style. The same technique can be applied to multiple players to create see-through objects.
Doing some stylized flat art in Unity with shaders
I'm currently writing the last chapter of the Unity Shaders Bible, Second Edition, and I created this piece of art to showcase stencils and character-position-based transparency with ShaderLab and Shader Graph.
Some procedural shapes I created while writing a book, using Desmos and Unity
I continue to work on and update my technical art books for Unity.
This video showcases a bundle that includes books on shaders, compute shaders, tool development, animation implementation, and math for graphics. Everything is explained step by step, including the underlying math concepts. Here's the link if you're interested π https://jettelly.com/bundles/the-unity-dev-bundle
I couple of shaders/vfx I've developed while writing my book
I'm finishing Chapter 4 of the Unity Shaders Bible SE, and I'll be covering these two effects. One is fully procedural, while the second one (the splash effect) uses a particle system.
I'm still missing two more effects for Chapter 4. What other effects do you think would be worth covering?
An electric arc shader step by step
By the way, this shader is also included in the Godot Shaders Bible package.
https://jettelly.com/store/the-godot-shaders-bible
A 2.5D procedural lightning bolt made with a shader and a Path3D node.
If you own the Godot Shaders Bible, you can now download this procedural VFX from the book's package in the Open Source folder. It's free to use in both personal and commercial projects.
Don't have the book yet? Here's a coupon: GSB5JL26
A book that explains how to use Python in Maya to make tools.
Despite the book not being complete yet, the author is releasing new content every month based on readers' feedback. Everything is explained step by step from an artist's perspective. I think this book would be perfect for those who want to get into Technical Art π https://jettelly.com/store/the-technical-artist-s-guide-to-python-in-maya
I made this procedural lightning bolt shader with Shader Graph (custom functions)
I also had to create my own splines because Unity's built-in splines don't support UV coordinates. So, if your mesh is larger than 1 unit, its UV coordinates will fall outside the 0β1 range. What do you think of the result?
By the way, I'll be adding this shader to the Unity Shaders Bible, in case anyone is interested π https://jettelly.com/store/the-unity-shaders-bible
I made this procedural lightning bolt shader with Shader Graph (custom functions)
I also had to create my own splines because Unity's built-in splines don't support UV coordinates. So, if your mesh is larger than 1 unit, its UV coordinates will fall outside the 0β1 range. What do you think of the result?
I've written some books about shaders, compute shaders, tools, and math for graphics in Unity.
Hi everyone! I thought this might be useful to some of you. I've been writing books about technical art since 2021, mostly focused on shader development and tool creation. If you're just getting started in this field, check out this book bundle. It might be exactly what you need to get started: https://jettelly.com/bundles/the-unity-dev-bundle
Working on Real-Time Water Effects.
I've been creating these kinds of effects for years, but now I'm turning that experience into a 14-hour video course.
The goal is to show how combining Particle System, Shaders, Compute Shaders, C#, and HLSL allows you to create everything from simple splashes to large-scale ocean simulations.
What do you think of the results? This demo includes Particle System and Shader Graph.
In case someone is interested, here you can wishlist the course: https://jettelly.com/store/real-time-water-in-unity-from-splashes-to-oceans
Technical Art, Shaders, Tools, and Math for Graphics
Here's we have an ebook Bundle that might interest you π https://jettelly.com/bundles/the-unity-dev-bundle