Hardware instancing test using 500 hello kitty boxes/spheres with SSAO
Another hardware instancing test with foliage and one hello kitty sphere :P
When bone weights goes horribly wrong...
A multi-layered shader where snow is generated according to the slope of the normal and by the blend influence stored in the vertex color
A strange bug while working on VSDCT (virtual shadow depth cube textures), interestingly it looks like a castle wall during sunset xD
Experiment with ice rendering, the shader is a double layered material where the top layer distorts the bottom layer using a normal map, giving the illusion of refraction between the 2 layers. Thickness of ice is controlled with vertex color and modulated with a fresnel factor
Experiment with ice rendering part 2
Experiment with volumetric cloud rendering, the technique used was based on the chapter "Volumetric Clouds and Mega Particles" found in ShaderX 5
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