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Patrick
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Wolumetric....something. Looks cool I think; was using it to benchmark the optimized shader speed.
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I started working on a volumetric shader as a small side project, its very fast, just runs through some math equations. It solves the issue of billboards and particles clipping through surfaces. Also, since it is so fast, It can be used to replace some particle systems. (will have to make different volumes for that)

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My first go at raymarching:
http://i.imgur.com/vZUR6BT.gif
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Made this some time ago, been trying to get better at making music to include in my game.
Patrick 001
Electric World by Patrick 001
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Asset now available on clean source code!
https://www.cleansourcecode.com/index.php/sf-realistic-damage-fx.html#
Still waiting for unity asset store to approve it. Its 40% off for the first two weeks.
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Patrick

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I recently began working on a volumetric effects shader. It works by integrating over a scalar field (sort of like...rendering a density function), and makes it possible to create many new effects that would otherwise be very difficult or impossible to approximate with particles/billboards.

The pictures posted here only scratch the surface of the kinds of effects that can be created; the main limitations are how creative a scalar field you can come up with, and how computationally expensive it is.

I plan on using the the shader in my current project to replace the some of the more computationally expensive effects, but I am thinking about putting it in the asset store.

Were I to do that, the shader would have to be polished, documented, and I would also have to implement a bunch of common effects. To that end, is this something anyone would like to see in the asset store? And if so, what kinds of 3dscalar fields would you like to see? (For those not familiar with scalar fields, wikipedia does a decent job of describing them: https://en.wikipedia.org/wiki/Scalar_field)
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I decided to drop the price of the Damage FX asset to 50$. 
I will gradually increase the price as I implement user feedback and add more features (like the raymarching implementation). 

The raymarching implementation is turning out to be very difficult to optimize, in terms of complexity. Still working on it when I can.
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Made some more changes to the raymarching script. Now "raymarches" the impact point to allow for laser mining.
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Thank you :D
It still needs some work (have to get shadows working correctly, do optimizing, etc). When its done though it will be included in the damage fx asset as an update.
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The first release of Sci-Fi Damage FX is now available! Will be 40% off for the first two weeks. It will be available at both cleansourcecode.com and the unity asset store.

Currently availible at: https://www.cleansourcecode.com/index.php/sf-realistic-damage-fx.html#

Will update post when its available on the asset store (currently waiting for them to review it)
https://www.youtube.com/watch?v=oZAGxwtCop4
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Excellent, thanks! 
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Got a really nice sci-fi shield working, will include it in my scifi dmg fx asset when its released.
Link to wip thread on the unity forums:
http://forum.unity3d.com/threads/wip-realistic-sci-fi-destruction-kit.345391/
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Oh, like a light bending or refraction affect? Not sure if that's possible, but yeah it would be really cool. 
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85 people
Lakunta Tillis's profile photo
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Unity3d Programmer, currently working on a long term project.


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Unity3d, AutoCAD, blender, shader programming