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Thomaz Nardelli

@zazamorga.bsky.social

Technical Artist | Graphics Programmer | Shader boy https://linktr.ee/zazamorga

22 Followers  |  15 Following  |  6 Posts  |  Joined: 02.12.2024  |  1.4135

Latest posts by zazamorga.bsky.social on Bluesky

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A very fast to render transmission shader that is fully opaque and relies on reflection probes to achieve a convincing look.

An inverted normals ambient occlusion map is used as a thickness map. This approach could be further extended with an SDF of the model to perform more accurate refractions.

11.11.2025 14:06 โ€” ๐Ÿ‘ 3    ๐Ÿ” 1    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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A volumetric cloud system I built for a friendโ€™s prototype.

They are generated using 2D noise sampled in froxel space and ray-marched in screen space.

06.11.2025 18:30 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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An ice shader! It uses the meshโ€™s SDF to speed up the ray marcher and determine accurate thickness through the ice, and checks the depth buffer to correctly display objects inside with nice refractions.

30.10.2025 13:31 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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You can make cheap and good looking fog by blending it with your skybox texture instead of a flat color, especially in overcast or hazy environments.

16.10.2025 13:23 โ€” ๐Ÿ‘ 0    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Did you know that URP renders ambient occlusion before opaque objects? This allows for some cool tricks like blending textures using the SSAO as a mask!

02.10.2025 13:04 โ€” ๐Ÿ‘ 8    ๐Ÿ” 2    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0
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Did you know Blender has a built-in way to bake pivots to UVs?

Just go to the templates and select "Operator Mesh UV". Bake the first UV as it is, and the second one using XZ instead of XY. Youโ€™ll need to adjust to Unityโ€™s coordinate system like so:

pivot = float3(-uv0.x, uv1.y, -uv0.y);

23.09.2025 22:20 โ€” ๐Ÿ‘ 2    ๐Ÿ” 0    ๐Ÿ’ฌ 0    ๐Ÿ“Œ 0

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