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#unity#shader#post-processing

Shaders Case Study - Distortion FX with Unity's Post-processing Stack v2

Dan Game Dev

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YouTube
  • Recommended by 1 person: 1 in engineering communities.
  • Presented by Dan Moran, game developer
  • Linked in the descriptionBroxxar/PostProcessDistortionFX
  • May be out of date. The tools, versions or practices it shows have likely moved on.

Intermediate. Assumes working knowledge.

53K views7 years ago1 recommendation

Graphics and audioGame developmentRenderingUnity, Unreal and Godot

Dan Moran demonstrates how to create a heat distortion and refraction post-processing effect in Unity.

Get the Shaders for this Video here ➜ github.com/Broxxar/PostProcessDistortionFX Support me on Patreon ➜ patreon.com/DanMoran Follow me on the Twittersphere ➜ twitter.com/DanielJMoran Extra Links: Environment Art ➜ kenney.nl/assets/nature-pack-extended Character Art ➜ kenney.nl/assets/3d-characters More Kenney Game Assets ➜ kenney.nl/assets Music: Pokémon Mystery Dungeon: Gates to Infinity OST - Tyrain Maze (Inner Chamber) Ryoma Nakamura, Keisuke Ito, Yasuhiro Kawagoe

Why it's here

1 person recommends this

What people say. Recommended as a reference for driving post-processing effects like chromatic aberration using particle buffers.

u/tecknoizein r/GraphicsProgramming • Recommends

On “Wanna know how this shader in the game CONTROL was made?”

Well, there's a couple of ways this could be done, but it looks like their particle effect is driving the chromatic aberration filter. When rendering the particles, they might spawn specific particles that are not necessarily visible but writes to a screen buffer. That buffer is read by the chromatic aberration filter to accentuate the effect where the particles have written a value. For reference, see [video It's not that exact effect but the idea is the same.