Joined November 2019
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I implemented that mesmerizing swirling background in Balatro 🌀 into my game - shader code straight from Balatro with full customization in Godot The pixelation effect is my favorite part. Watch how adjusting one parameter transforms the entire aesthetic from butter-smooth to retro 8-bit instantly I broke down the entire shader - the math, the UV warping, the 3-color blending system, and why it's performance genius. Checkout the full breakdown on my page 👇 count-mystogan.netlify.app/a…
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Unity's lit particle shader doesn't handle 2-sided lighting, and looks terrible with directional lights for points. I made my own custom-lit shader that has that, plus curved remapping for GI, and luminance -> alpha controls.
💡 Idea: lit particles, masked by shadow. > Useful for enhancing volumetric fog.
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AERO 1.7 is now live on the Unity asset store: adding support for light cookies [texture masks], which can be animated and coloured, from any light a new rolling fog dynamic/animated texture example is included. 🔗 It's free, download it here: assetstore.unity.com/package…
AERO 1.7 has been pushed to the store. 💡 Bringing [animated] coloured light cookies.
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Incomplete cosmic water sphere. #godot 4. pure GLSL. ripple rings radiating outward, fresnel edge fade so it dissolves instead of clipping, two interference wave sets like real water physics. no assets. pure math on a sphere. #unity3d #gamedev #realtimevfx
Still try to get there lol
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AERO 1.5 will bring volumetric fog so thick and dense that it looks like a mesh. Plus, height fog gradients! 😶‍🌫️ ✨ Update in progress:
🔵🔴 AERO 1.5 preview: > Volumetric fog gradients.
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🌫️ Volumetric, self-shadowing fog/clouds, -- (from all light sources). Coming to AERO v1.4 for Unity URP.
🟢 AERO, Unity URP is truly volumetric. -- (and 'wet', misty, blurring/scattering). You can go into the fog! Works on WebGL mobile, too.
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Good morning! AERO 1.3.0 is now live. The latest update adds height fog, texturing, and some more nice things. Looking for lit, volumetric fog for Unity 6 (URP)? ✅ AERO is free on the asset store!
Better lit, volumetric fog for Unity 6 (URP). ✅ all lights global illumination, ambient. (...and scattering, mist.)
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AERO 1.3 adds height fog and an improved lighting system that automatically picks up particle lights, too. -- Unity 6, URP. 😶‍🌫️
Volumetric fog with APVs in Unity 6 (URP). 🔴 Pushed update for AERO 1.2.0.
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Volumetric fog with APVs in Unity 6 (URP). 🔴 Pushed update for AERO 1.2.0.
This reminded me that I would really like better global illumination for AERO. So now you'll get 3D lights. 🙌 It's free on the asset store.
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Lensing glass balls and shadows.
Are these the best realtime shadows for Unity URP? I've not seen better, but if you have, then I'd like to see, too! Perhaps I might be inspired. 🕯️
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EZ Glass went from being a handful of nodes in Shader Graph to 800 lines of HLSL programming as of v2.4.
Glass balls (w/ lensing), and soft shadows.
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Many people are using AI to do dumb things…faster.
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Flash was a notable part of younger days. My first interactive programming, I think: 🔴 ActionScript! - Macromedia Flash MX. If you count that, then I've been programming for ~20 years... But well before that, it was just *playing* Flash games online. 🫠
Flash/Animate очень популярен у аниматоров до сих пор. Многие сидят на старых версиях потому что последние Adobe делает все более тормознымии не ясно ради чего. Я вас больше удивлю, есть люди которые через Animate Air до сих пор игры делали.
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😁❤️🏆
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Refracted shadow caster working from all lights. Some of my updates are ugly, but it's solid progress. 🙌
Unity URP - wet/frosted/foggy 🌧️, translucent rendering with EZ Glass.
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Realtime, -transparent- shadows in Unity URP.
Better shadows with apparent pseudo-caustics from any lights for translucent materials in Unity URP. It's all in the same shader, but with a customized shadow caster pass.
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Unity URP - wet/frosted/foggy 🌧️, translucent rendering with EZ Glass.
EZ Glass is a full PBR material. With base/albedo, metallic, smoothness/roughness, normal, and emission properties.
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There are places we pass through in life… and there are places that become part of who we are. Manchester will forever be my home. To the city, the club, and every supporter, my sincerest thank you. These past four years have been unforgettable, filled with moments my family and I will carry with us for the rest of our lives. There simply aren’t enough words to describe the happiness and warmth we’ve felt here. Thank you for every cheer, every memory, and for making us feel at home from the very first day. Forever a Red Devil ❤️
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Looking kind of Y2K.
EZ Glass 2.3, in progress. Unity URP. > Bringing you phenomenal glass.
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🔴🔥 Particle trails, w/ smoke-like shader lights. Unity experiment in the early morning.
#UnityTips: 🔥 Fluid 'simulation' trail shader. 🫧 Inspired by a #b3d node animation. [U]V gradient masks control the colour/alpha/width over trail. ✨ ('fluid' is 100% rendered in the shader) #unity3d #gamedev #indiedev #madewithunity #gameart #vfx #realtimevfx #proceduralart
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