Decay - a Voxel rendering engine, everything is rendered with CPU ... first thing I made. crazy stuff.
This shader outlines pixels that are of different color. You can find Koobyky game below that uses advanced version of this shader.
By providing smoothed and sharp normal to vertices, and with help of vertex edge detection, edges become smooth.
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.
Using Mesh Editor to bake shadows into mesh (shadows can't move but light can change colour and intensity)
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.
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.
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.
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).
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)
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.
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.
Using custom mesh editor and edge detection I managed to create smoothed effect with 4 normal vectors per vertex.
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.