I never really do what i think i will each week, but this is super cool. I made a new shader! shocking at this point yes? This one was made to be a “fire wall” shield that hides our main boss. Here is a quick vine in of it in action: https://vine.co/v/OJWT9WjYbz1
Besides the weirdest UV of a ball i have ever this effect is really neat. Its achieved threw many of the same methods of the Blue scan line post process we use in out game. But this one is a surface shader, which brings its own challenges! Lets look at the shader
A dandy little piece of work! As you can see some big differences in this one is that it dosn’t take any scene data, like the post process shaders in the past. This made getting this effect a little hard. But what i did was take my texture, tell it to pan and how to title, then mask out all but the red adn the green channels. I then passed this off to be mixed with the next chunks. In between the wholes you can see a sparkle and noise effect. That’s handled at the top i use two different ones so i can tile them different and pan them different so there’s a better amount of verity in the effect, even though its small. I then mixed these two effects together adding in the panning stripe to make them pop when it goes over them. Then i averaged everything in together mixed back int he red channel from the original texture and sent the finished values out to the Diffuse and Emissive color nodes.
After that just feed in another panning stripe with different panning rate and uv tiling into opacity and we have our effect!