Most common / Bread & Butter Shaders and Materials "techniques"?

i used Fresnel here

the foam/brightness edges on the waterfall is controlled by Fresnel so that darker blue is in the middle.
image
also the noise only exists on edges or portions of the waterfall where I wanted to break the solid shape feel… i guess you could think of it as fake sub surface scattering to give the water the refraction light feel

mat caps I used a few times on smoke to apply a gradient that always faces cam. here is a quick dirty version on billboards
matcap_04
uses these two textures * noise distortion
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when I use Fresnel and with normal faking I get more like this

matcap_06
without a stencil pass (can’t do that i shadergraph as far as I know) shapes clip, but a billboard won’t have that issue as long as it has a normals calc to make a billboard act like it is rounded.

when I need fake volumetric on a mobile game and still retain rotation i’d use matcap, also for mesh based energy or magic I would do this because it’d be hard pressed to use more advanced AAA lighting techniques and shader tricks

edit: hehe … now im playing around, this is 20 vs 12 spheres so it keeps the overdraw lowish


image

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