Finally figured out the right way to combine SSR reflections and refractions in a #Godot#shader.
Refraction goes into ALBEDO, mixed with the water's own colour depending on the length of the refracted ray.
Reflection is harder: it cannot go into ALBEDO or EMISSION because it will be added to the value read from the radiance cubemap. But this is exactly what RADIANCE is for: replacing the value sampled from the cubemap with my own. Overly bright reflections are now gone!
A sea surface with two islands, reflected in a pixelated way. In the foreground is a yellow cylinder sticking out of the water which is also reflected a bit, but we can also see part of it under the water surface.
My 12 year old son saw me making Unreal Engine material for the scanner and suggested his ideas. One is really cool, simple and I already want to use it in other places. I called it - POWERSINE
MaterialX adds support for Slang Shader generation!
The Slang team at The Khronos Group is excited to announce a collaborative milestone: the MaterialX project now includes a dedicated Slang shader generator. MaterialX describes complex, hardware-agnostic look-development data. This integration positions Slang as a critical bridge for open-standard material interoperability
3D Fire VFX in godot. They're all basically combinations of static meshes with custom shaders and particles. Godot's node system feels great for stuff like this.
If you're interested you can grab these here: binbun3d.itch.io/fire
Another experiment with my POINTS library. This is basically an old physarum/slime demo I made a while ago, but rebuilt with compute shaders, particles and a lot more efficient than before.
The night was very scary, but you have to train your brain every day. I don't have electricity, so I'll show you something from the archive. I'll upload the full version of this Unreal Engine material examples (VectorLength) to my YouTube later
Early Bird pricing for the Shading Language Symposium ends on January 18th. Register now to attend this inaugural, ground-breaking event that will bring together graphics and computer shader programmers, researchers and technical artists with shading language implementers to explore the landscape of shading languages, their future development, and new techniques.
With the new version of my WebGPU library POINTS v0.6.0 (https://github.com/Absulit/points), I added a bunch of new features like support for depth maps, cameras, bloom and others, so I wanted to make a demo that used all of these.
I finally learned something in the image editor (I'm a programmer, not an artist), and created a test texture for which I created a material in Unreal Engine, and this is what came out of it. Over time I will show the code on my YouTube channel.