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Monday, April 21, 2025

unity – Drawing a grid with 1 pixel large strains in a shader


I am making an attempt to recreate a 3D pixel artwork water impact the place white horizontal strains are proven throughout the floor and slowly disappear/reappear. A video of this impact will be seen right here

This video is from a bigger blogpost detailing a spread of 3D pixel artwork visible results, and in right here it’s proven that the white strains aren’t part of one thing like a particle system and likewise present a texture they use to regulate the dimensions, place, and orientation of the white strains.

They do not actually clarify additional however my greatest guess on how this impact works is that they procedurally draw a grid over the water in view-space coordinates after which use the feel as a masks (the alpha channel of the feel encodes the gap from the middle to the sting of every voronoi cell). Possibly the feel’s RG channels are even used because the UV coordinates since they appear to be encoing positional information. I additionally say procedural, as a result of the video you possibly can clearly see that the strains are at all times 1 pixel large which I really feel could be laborious to realize with only a texture.

How can I procedurally draw a grid or strains and guarantee that it’ll at all times be 1 pixel large? I am utilizing orthographic projection just like the video, so perspective is not an element. It is also necessary that the road ISN’T anti-aliased, with the intention to protect the pixel artwork aesthetic.

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