Wednesday 8 November 2017

Side Project: Random Shaders 2

Continuing my work with shaders, I have been experimenting with a few other long-term ideas.
Some are refinements of mechanisms employed in my other shaders; others are new shaders.
So, without further rambling here is Random Shaders part 2!

1) Ultra-Violet Light (Blacklight).
My latest shader is a refinement of the dynamic colour swap shader mentioned in my last shader post.
In real blacklight, Fluorescent surfaces absorb invisible UV light and reflect it within the visible spectrum - giving objects a sort of saturated luminescence.


Whilst it is possible to fake this effect fairly easily with purple light and purposefully-recoloured textures (as in this example from the Cave of Mystery on Route 66, from Blizzard's Overwatch), I hadn't yet seen a shader which could approximate this effect dynamically.

So I made one (or I tried to). The results are fairly satisfying (though not 100% robust, yet).
Instead of responding to an invisible frequency of light, this shader lets the user specify the colour they wish to treat as Ultraviolet (dark purple by default). The user can then specify which colours should be replaced with what, when hit by light of the correct colour. There is also a version which manipulates Alpha to only be visible under that light.

This shader will be for sale on the Unity Asset store soon (ish).
In the meantime, here are some videos of the two different shaders in action. Thanks for reading!

2) Anti-Light (Not to be confused with Blacklight!)

Anti-light is part of a long-term project of mine to create cool darkness effects that require minimal animation expertise for maximum visual impact. This shader is the very first, fumbling step toward that goal.

The shader allows for up to 8 Anti-Lights (or Dark-lights), which subtract light based on distance calculations - they are essentially negative point-lights.
 The user can modify the Umbra (the solid darkness) and the Penumbra (the gradiented darkness around the edges) separately - allowing for some visual variation.
 The points are, of course, dynamic - so they can be moved / animated for particularly creepy effects.
This is only the beginning for the Anti-light shaders - I am hoping to get into some really weird shadow manipulation stuff eventually (there will be more posts on it).




And that's it - only the two for now, both of which will be for sale very soon (link will be added).
I will be posting more on the other shaders I develop (and my current long-term game project).
Thanks for reading!

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