Next update will come with improvements to the corruption shader for patrons! New UI, better performance, and bugfixes. Actually I don't think I've ever shown it on twitter before, so here it is! Links in bio :)
Continuing work on the particle shader this month, some highlights include mesh refraction and rim light options! Also a small update to the blindness package to add a neat new feature, and some QoL changes to how the properties work. Coming soon, links in bio!
Continuing work on the particle shader this month, some highlights include mesh refraction and rim light options! Also a small update to the blindness package to add a neat new feature, and some QoL changes to how the properties work. Coming soon, links in bio!
Really excited with how the particle shader is turning out! Here's a quick little showcase for some of the cool effects you can create with it! It's not finished yet but it's already extremely versatile. I can't wait to release this soon, get subscribed on patreon for more!
Really excited with how the particle shader is turning out! Here's a quick little showcase for some of the cool effects you can create with it! It's not finished yet but it's already extremely versatile. I can't wait to release this soon, get subscribed on patreon for more!
Really excited with how the particle shader is turning out! Here's a quick little showcase for some of the cool effects you can create with it! It's not finished yet but it's already extremely versatile. I can't wait to release this soon, get subscribed on patreon for more!
Stenciled outlines on particles are pretty neat! This will be part of this month's particle shader update, along with a bunch of other cool patreon exclusive special effects!
Particle shader is coming along wonderfully! So far I have mesh gpu instancing, full realtime lighting and PBR support, dissolve over lifetime, randomized hue shift, opaque rendering mode, and stencil buffer, with even more to come :D
Oh, here's an extreme example of a a longstanding water shader bug that got fixed in this update. Depth effects should now be stable at all camera distances, so If you ever found this happening, rejoice!
video from @Moderatewinguy
Next update will include a new option in the water shader for foam! Using a foam map (or vertex color!) instead of depth will allow much more consistency in how foam appears on the surface. No more bad viewing angles :)