Rain Shader Unreal HLSL -WIP

This shader code samples a texture and applies a time-based masking effect to the sampled color. The mask is created using a combination of fractional and sine functions, influenced by the texture’s alpha and red channels. Output color is than masked with mat-collections rain attribute and applied to normal of the shader. Functionality:

Fractional Brownian Motion OpenGl

Final Shader : https://www.shadertoy.com/view/MfGcW1 FBM Fractional Brownian Motion, Sum of several layers (also called octaves) of noise, each with a different frequency and amplitude. Each layer or octave is created by applying a noise function (such as Perlin or Simplex noise) at different scales. Steps, Perlin Noise Function generates 3D Perlin-like noise by: Creating ComplexityContinue reading “Fractional Brownian Motion OpenGl”

RayMarching OpenGl

Ray marching is a technique in computer graphics used to render 3D scenes. It works by sending rays from a camera into a scene and stepping along the ray to find the surfaces of objects, using signed distance functions (SDFs) to determine the closest point. I first explored this technique through Shadertoy, using GLSL shaders.Continue reading “RayMarching OpenGl”