Self Study #5


Shadergraph and post processing! I did not have fun with this, not because I don’t like shaders or post processing but because Unity has like 20 bajillion different rendering pipelines that all throw different tantrums based on which stack you are using and which packages you are using. This led to all sorts of headaches while trying to get post processing working (tl;dr URP doesn’t like PostProcessingV2 and uses it’s own stupid thing).

So a learning experience, not the one I wanted but a learning experience nonetheless.

Lighting before: After:

Most of the heavy lifting is done by really heavy emission textures. The lighting setup is super simple just emission textures placed around the area, with some skybox lighting providing a bit of ambient light where the emission does not reach. As for post processing the bloom really just makes everything better, with some added film grain and colour grading just to give it a dramatic stylized effect.

Brackeys Monkey Head

tutorial referenced

Dissolve Shader (Brackeys Again)

tutorial referenced

My own silly billy shader!

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