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why thank you, its a shader graph job that samples orthogonal matcaps using post-animation world space normals. Rendered two different sets of spheres in blender for the matcaps, one shiny/reflective, the other reflective but with a bit of roughness, and blended between the two using a third uv-mapped texture generated using 1d voronoi noise. All because URP web build doesn't have ss reflections, at least afaik.

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Wow! Thats a really clever way of doing this (over engineering at its best)