Here's a quick recording of a simple yet realistic Unity/URP water shader I wrote for my ShaderGraph course at TheSIGN - Comics & Arts Academy . Not the simplest example for aspirant 3D Tech Artists, but I believe that this shader has everything needed to teach my students some basic nodes and graphic techniques, along with the idea that complexity is just an extension of simplicity: this shader may appear complex at first sight, but it is made of a bunch of simple blocks of nodes, each adding a specific feature. Another way to understand this is the concept of Divide et Impera: a complex problem can be subdivided into smaller problems that are simple to solve, just to put them together again to solve the main, complex problem. Shader's features include: - Reflections by probes - Fake refraction, background distortion - Animated waves via normal maps - Depth fade (color or gradient) - Caustics projection - Animated foam on intersection between water and other objects - Keywords to enable/disable features Possible improvements: - Vertex displacement - GPU tessellation (ShaderGraph doesn't support it, code needed) - Ripples/Movement effects for 3D interaction - World Space projection (non UV-based, useful for oceans) #unity #shadergraph #vfx #shader #rendering #realtime #CGI #3DArt #dev
More Relevant Posts
-
Lately, I’ve been experimenting in Unity with a mix of procedural generation and cinematic world-building. The project focuses on creating dynamic city blocks generated through C# scripts, with cars that move realistically using Rigidbody and WheelCollider physics, and a smooth camera system . I also implemented a time-of-day switch that dynamically changes the environment’s lighting, skybox, and shadows, allowing the world to shift seamlessly from day to night. To enhance the overall atmosphere, I’ve been using Global Volumes to adjust post-processing effects like color grading, bloom, chromatic aberrations and fog; giving the city a rich, moody aesthetic that feels alive and reactive. It’s been really fun blending procedural logic with artistic direction, finding that sweet spot where code and ambience work together to create something that feels genuinely immersive. #unity #WorldBuilding #interactive #3dRendering #C#
To view or add a comment, sign in
-
When I started learning Houdini about 2/3 years ago, I never imagined I’d one day be able to model directly inside it. At first, it felt too slow, too far from the kind of creative flow I was used to in C4D. But over time, I realized how powerful procedural thinking can be, not just for effects or simulations, but for modelling itself. Instead of following a traditional, destructive modeling approach, I decided to build everything procedurally, allowing me to tweak any part of the model at any stage of the process. This completely changed the way I think about 3D. When I used Cinema 4D, a single small change, a missing fold, a proportion tweak, often meant starting over. In Houdini, the process stays flexible and non-destructive. I can go back, modify an early decision, and instantly see how it affects the whole piece. In this video, I walk through the main stages of the procedural build: from the base geometry to the fine details of the cap and the subtle folds of the metal.
To view or add a comment, sign in
-
A closer look at AlchemisTeddy, the collaborative project developed last summer for the Swiss Game Center. This short video starts with a raw look at the scene without any post-processing, before transitioning into a more polished, edited version. I wanted to show both sides of the process: the technical clarity of a clean Unity render, and the creative vision that emerges once lighting and post effects come into play. This project was created in only five days, in collaboration with Samuel Styles, who developed the Unity implementation, while I designed and modeled the 3D assets and led a 3D modeling workshop for beginners in Maya. AlchemisTeddy is more than a learning exercise, it’s a small reminder that when art and code communicate, even simple scenes can come alive. 🎮 Full project: https://lnkd.in/dumxrAc6 🎨 Scene on Sketchfab: https://skfb.ly/pAXsL 🐮 Event link: https://lnkd.in/dNemjBPk #GameArt #3DArt #Realtime3D #Collaboration #Education #Unity #GameDev #Teamwork #SwissGameCenter
To view or add a comment, sign in
-
From “hello world” shader to a living Portal 🌀 (Unity + URP) A simple checkerboard fragment shader turned it into a portal that warps, spins, breathes. What started as “two colors + UV math” became: ◼️ Holes-as-geometry: dark tiles are alpha-clipped so you literally see the scene behind. ◼️Distance-reactive spin: the portal rotates faster as you approach. ◼️UV warp & swirl: soft radial bulge near the center for that gravitational pull feel. Why I love this: It’s just math (✖️no heavy textures or post) and it runs fast on URP. If you’re into shaders, this is a fun evening build that teaches a lot about: ◼️UV space ◼️Derivative-based AA ◼️Signed masks ◼️Tying gameplay distance into visuals. #unity #shader #gamedev #vfx #urp #technicalart #indiedev #portfolio #realtimerendering #graphicsprogramming
To view or add a comment, sign in
-
I like to continue talking about math In 3D, and am thinking in simple function that so fundamental we stop noticing their magic Which is the dot product (also called the point product). It is very tiny line: dot(a, b) But although it can define alignment, lighting, falloff, and even emotion in motion. In Tech Art, the dot product main idea is to measures how aligned two vectors are: if it is 1.0 so they are perfectly aligned. if it is 0.0 so they are perpendicular. and if it return -1.0 then they are opposite direction. It’s the invisible math behind a lot of tools you can find it in: Lighting – Diffuse shading uses the dot between surface normal and light direction. Cameras – Visibility checks, fading objects based on facing direction. Procedural FX – Controlling wind, scattering, or texture blending by surface orientation. even in Animation Logic – Driving blend shapes or rig behaviours depending on view angle. In Houdini or Unreal, it’s a creative switch that turns directionality into design: use dot(@N, {0,1,0}) to isolate upward-facing geometry, or drive shader masks that change with camera angle. in this video I created mask to use it to draw a fake shadow from light also could be used for more tricks just we use our margination. #VectorMath #TechArt #Proceduralism #Houdini3D #UnrealEngine #MathInArt #GameDev #VFX #Shaders #CreativeCoding #3DArt #ProceduralDesign #OpenToWork
To view or add a comment, sign in
-
🌧️❄️ Dynamic Weather Shaders in Unity URP As a Technical Artist, I recently created two custom shaders in Unity’s URP — each with particle systems and prefabs designed for easy integration into my KedarVerse project and future projects. 🌧️Rain Ripple Shader: • Built in Shader Graph to simulate realistic surface ripples and wetness • Integrated with a rain particle system for dynamic rainfall visuals • Packaged as reusable prefabs for plug-and-play setup in any scene ❄️ Snow Shader: • Custom Shader Graph that simulates snow buildup and smooth surface blending • Combined with a snow particle system for immersive winter ambience • Fully modular prefabs for flexible use across multiple projects ☀️ A Weather Manager Script connects everything, allowing seamless transitions between Sunny, Rainy, and Snowy modes — bringing real-time environmental dynamics to life. 🔗 Try the live WebGL Build on Itch : [https://lnkd.in/g5cEfjr3] #TechnicalArtist #Unity3D #URP #ShaderGraph #Shaders #VFX #ProceduralArt #GameDev #Itchio #RainShader #SnowShader #EnvironmentArt
To view or add a comment, sign in
-
💻 The Future Is Built in Polygons. What started as a hobby for many — experimenting with shapes, lighting, and textures — has evolved into a $47 billion global industry driving movies, games, and the metaverse. Today, 3D design isn’t just a profession — it’s a creative hobby turned career path, where every polygon tells a story. 🎮🎨 🌀 Behind every realistic render lies hours of passion and precision. ⚙️ 3D artists combine engineering logic with artistic emotion. 🌐 The next Picasso might not paint on canvas — they might sculpt in Blender. Our new carousel explores how hobbies in 3D graphics are shaping the future of digital creativity and redefining how art meets technology. 👉 Swipe through to see how a simple hobby can build the world of tomorrow. #3DDesign #DigitalArt #Blender3D #HobbyToCareer #CreativeHobbies #TechInnovation #3DModeling #FutureOfArt #Metaverse
To view or add a comment, sign in
-
💥 Exploring Blender’s Rigid Body Physics! 🎨 Recently, I’ve been diving into Rigid Body simulations in Blender – and wow, the possibilities are endless! From realistic collisions and dynamic interactions to creating epic destruction scenes, Rigid Body physics adds that next-level realism to any 3D project. It’s amazing how you can control gravity, friction, and mass to make objects behave exactly like they would in the real world. Perfect for animation, VFX, and even interactive visualizations. 🏗️ I’m always excited to experiment and push the boundaries of what Blender can do. If you’re looking to bring physics-driven realism into your projects, let’s connect and collaborate! #Blender3D #RigidBody #VFX #3DAnimation #Simulation #BlenderCommunity #CreativeTech
To view or add a comment, sign in
-
This interactive projection installation by Roelof Knol caught my eye this morning. Visitors can kick a ball against the wall to knock down segments, directly affecting the 3D artwork in real time using some nice physics. The application was built in Unity and uses a camera or sensor to detect ball impacts and update the visual structure in realtime. Activations such as this always catch my eye and it's another great example of how physical interaction and digital art can be merged. An incredibly intuative and easy to grasp interaction that anyone can pick up and understand immediately. Video source: https://lnkd.in/eA4MJ7dN #interactive #gamification #projection
To view or add a comment, sign in
-
Interactive exhibits are going to become more and more the norm, bridging the digital domain! This is a simple demonstration of its potential but its application will go much further. As tracking technology improves, things we saw with Iron Man, like the holographic research displays in Age of Ultron, will become a reality. Whoever can create these technologies with the least amount of wearable tech will get adopted the most widely. The meta glasses look promising in this regard, allowing for workspaces in fixed locations, and represent a major step forward from the VR goggles which will only ever have limited adoption due to its hardware limitations. But glasses are much more portable and comfortable and so will have a larger market adoption automatically. It may even represent a split in the technology between visible and virtual worlds where some are shared with others, like this video below while others are private, reserved for personal workspaces, family TV spaces, and other applications! It’s a pretty amazing time to be alive! We’ll have to see how close we get to this in the next 2 years as Meta glasses eventually get out of beta testing :)
This interactive projection installation by Roelof Knol caught my eye this morning. Visitors can kick a ball against the wall to knock down segments, directly affecting the 3D artwork in real time using some nice physics. The application was built in Unity and uses a camera or sensor to detect ball impacts and update the visual structure in realtime. Activations such as this always catch my eye and it's another great example of how physical interaction and digital art can be merged. An incredibly intuative and easy to grasp interaction that anyone can pick up and understand immediately. Video source: https://lnkd.in/eA4MJ7dN #interactive #gamification #projection
To view or add a comment, sign in