Some shaders, VFX, and tools I've created in Unity while writing technical art books.

If you are new to technical art, this ebook bundle might interest you. Together with several authors, I am writing technical art books, and every book includes a downloadable package with assets that you can use in your personal and commercial projects.

I invite you to take a look 🔗 https://jettelly.com/bundles/the-unity-dev-bundle

u/fespindola — 8 days ago
▲ 1.1k r/godot

Turning GPUParticles2D into a VFX portal using a SubViewport and a custom shader.

u/fespindola — 1 month ago
▲ 654 r/godot

For those who want to create a fake 3D sticker using Sprites, here's how

The original post made by Patient_Ad8850 https://www.reddit.com/r/godot/s/w3bhb8VbVI

The first thing you need is two Sprites: one for the front of the sticker and one for the back.

Then, you need to use reflection on both the shader side and the GDScript side. As you can see on the right side of the video, I already modeled the function you need to implement to generate the effect.

Now, if you don't understand how to do it, no worries! I'm currently planning to write a book called The Godot VFX Handbook, which covers 2D, 3D, UI, and Particle VFX.

However, in order to move forward with the project, we need at least 1K people subscribed to it (we're indie publishers). So, if you're interested, consider wishlisting it. Here's the link 🔗 https://jettelly.com/store/complete-godot-vfx-handbook

u/fespindola — 2 months ago
▲ 149 r/desmos+1 crossposts

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?

u/fespindola — 2 months ago
▲ 33 r/Unity3D

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?

u/fespindola — 2 months ago
▲ 180 r/unity_tutorials+2 crossposts

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.

u/fespindola — 2 months ago

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 🔗 https://jettelly.com/bundles/the-unity-dev-bundle

u/fespindola — 3 months ago
▲ 52 r/Unity3D

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.

u/fespindola — 3 months ago
▲ 204 r/Unity3D

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.

u/fespindola — 3 months ago

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 🔗 https://jettelly.com/bundles/the-unity-dev-bundle

u/fespindola — 3 months ago
▲ 121 r/Unity3D

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?

u/fespindola — 3 months ago
▲ 500 r/godot

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

https://jettelly.com/store/the-godot-shaders-bible

u/fespindola — 3 months ago