This is a short clip of some shader effects I made over a few days for the Search for a Star competition.
- Dissolve – Uses a noise texture with an increasing intensity over time. Any fragments with an intensity over a given value is discarded, any fragments within a small range of this threshold are given a emissive colour and the rest is rendered normally.
- Texture and Colour Transition – This is a simple distance check and swaps between 2 textures and 2 colours based on the distance from a given point in world space to the fragment position. Mixed with an attenuation factor to smooth out the edges and using the squared transition value to produce the bright wave.
- Weighted Vertex Displacement – This checks the distance from the incoming wave and the veracities that make up the trees to push the position back as the wave passes by in the same direction as the wave. The height (y value) of each vertex is normalized between 0 and 1 (1 being the top of the tree 0 being the base), this allows the top of the tree to move more by multiplying the force by the height value. The height value is squared before use to make the tree curve having a heavier weighting the further up the tree (e.g. 1*1 = 1 [top of the tree], 0.5 * 0.5 = 0.25[middle], 0 * 0 = 0 [base]).