Black Hole VFX2022-11
Implemented with Shader Graph, Shuriken Particle System and VFX Graph for the URP in UnityImplementation
- Grabbing the pixels from the Color Buffer from the Opaque Texture using the Scene Color node.
- Noise texture to distort the Screen Position and then use it to sample the Scene Color texture, generating an effect similar to a Heat distortion.
- Twirl distortion and 2D rotation to make the Noise texture have a rotation twirl shape.
- Implementing a basic Fresnel Shader to draw the core of the Black Hole.
- Using HDR color and intensity to generate Glow effects, using the Bloom post processing effect.
- Creating a twirl texture to add color to the twirl distortion effect.
- Shuriken Particle System to spawn some additive twirl textures on the accretion disc.
- VFX Graph to render small particles that rotate and collapse into the center of the black hole.