YURII SELINNYI
STUFF I MAKE
Playtime Painter
(The ShaderToy Painter above is not related to the Asset below. I used similar formulas there though)
MY FREE GAMES
2011-2014
Decay -
a Voxel rendering engine, everything is rendered with CPU ... first thing I made. crazy stuff.
Downloads
Mementos
Decay
This is how it started. Basic sprites, custom physics, thousands of enemies and persistent blood.
Voxel Graphics
Enemies, Particles, structures became voxel based.
Pixel Outline Shaders
This shader outlines pixels that are of different color. You can find Koobyky game below that uses advanced version of this shader.
Pixel Parallax
Using Pixel Parallax effect image looks as if indented in soil.
Vertex Edges
Mobile-friendly detection of vertex edge. Used to smooth edges in future shaders.
Smooth Edges
By providing smoothed and sharp normal to vertices, and with help of vertex edge detection, edges become smooth.
Mesh Editor
Many Previous and following effects are possible thanks to custom Mesh Editor.
Adaptive Geometry
Same as in Decay game. But this time with Mesh instead of voxel: I make "smart Lego pieces"- similar to how in Minecraft fence changes shape depending on what is nearby.
Baked Shadows
Using Mesh Editor to bake shadows into mesh (shadows can't move but light can change colour and intensity). A bit impractical to be honest)
Dent Mapping
Dent mapping changes the angle at which light can no longer reach the surface. Attenuation effect as seen in the image can not be achieved with normal mapping alone. I still use this effect (as of 2020).
Reverse Parallax Water
Water in this image is not a plane, it is rendered with terrain and geometry. Terrain draws water on itself using method similar to parallax.
Toon Water
Mobile friendly Toon Water (Free on Asset Store)
Persona Battles
Intended as a main game mode for Imprint game. Inspired by Desert Strike mod for Star Craft 2. Abandoned at this point but it looked cool at one point.
Radial Shader
With Painter I write uv coordinates and radius inside pixel and shader uses those values to render how close is the given pixel to distance from that uv. Weird thing, haven't thought of any practical use as of this moment.
Pixel sampling displacement
Colour of each brick represented by a single pixel. Shader uses a mask made with Playtime Painter that displaces colour sampling and shapes pixels as bricks (in this case).
Supersegmented Sampling
Each pixel of texture A contains coordinates of a segment from texture B. Allows to create large and complex texture using just a few very small ones. (thx to Playtime Painter)
Per Vertex distance clamp
Second ship should be way beyond the far_clip_plane. Instead, he is positioned inside clip plane but his true coordinates passed as material parameters and material make it look right without exiting draw range.
Infinite Universe
A spacial BigVector class that consists of many vectors like (meters, kilometers, light seconds, light years, mega parsecs ... ) and special function to Lerp, MoveTo, Get Distance and so on. The class can be used to set exact position in our universe.
Tillable Atlasing
Mobile friendly way to display many tillable textures by sampling a single atlas.
SmoothEdge
Edge detection with smoothing and hiding the seam.
Custom mesh editor
Mesh Editor used to supply custom data to meshes is now a part of Playtime Painter.
Bevel with Bump Map
Using custom mesh editor and edge detection I managed to create smoothed effect with 4 normal vectors per vertex.
Damage Shader
Simple but brilliant Damage Shader. Performance is excellent.
Pixel Outline Mesh Precalculation
Similar to previous Pixel Outline but most things are precalculated in vertex function. So as a result it needs a special mesh, not a quad. But the result is better performance.
Volume Baked Shadows
Mobile Friendly volumes used to bake shadow and ambient data.
Raymarching 1
Exploring the world of Ray-Marching
Ray Marching
Some raymarching Experiments on shadertoy.com.
Ray tracing
Experimenting with some ray-tracing using analytical primitives intersection.
MOOOOORE
Decay
This is how it started. Basic sprites, custom physics, thousands of enemies and persistent blood.