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#unity#shaders#hearthstone

Shaders Case Study - Hearthstone: Golden Cards

Dan Game Dev

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  • Recommended by 2 people: 1 in engineering communities and 1 on Stack Overflow and its sister sites.
  • Presented by Dan Moran
  • May be out of date. Uploaded 10 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

157K views10 years ago2 recommendations

Graphics and audioGame developmentRenderingGame programming

Dan Moran explores the shader techniques and flow maps used to recreate the animated effects of Hearthstone's golden cards.

In this video, we explore shader techniques for recreating the effects of Hearthstone's animated Golden Cards. Support me on Patreon: patreon.com/DanMoran Checkout more Artwork by Jeremy Chong: mixppl.artstation.com/ Follow me on the Twittersphere: twitter.com/DanielJMoran Get the Assets for this Video here: drive.google.com/drive/folders/0B53FgoEwVzoDTTd4VmsxQWNUdnM?… Music: Hearthstone, 2014 Peter McConnell, Jason Hayes, Glenn Stafford, Russell Brower Pull up a Chair Playing with a Full Deck

Why it's here

2 people recommend this

What people say. Recommended as an excellent case study on how to implement 2D color animation and flow maps in shaders.

u/shaderboyin r/GraphicsProgramming • Recommends

This guy does case studies of specific shaders from well known games and they're awesome.

Felsiron Game Development Stack Exchange • Recommends

On “How do I implement 2d color animation like in this video?”

I would create this effect using a flow map and a shader. This link to this video shows a great example of how these effects are achieved. Wel worth watching. The basic idea is this: Textures are maps with r, g, b and alpha values. Usually these are used to store a color and is shown as-is on the screen. However, these values can be used for anything. Most well known are normalmaps or bumpmaps. In these the RGB values are used as XYZ vectors for representing angles on the texture for lightreflection calculations. A flowmap does something similar, it uses the R and G components as X,Y offsets to simulate waterflow, smoke or any other warping effect. With a well crafted flowmap effects like these c…