Chaabs
banner
chaabs.bsky.social
Chaabs
@chaabs.bsky.social
Techartist, gamedev, writer, single pass stereo-rendered magenta pixel. She/ her.
#Unity #Unity3D #gamedev #indiedev
Human work only.
En français ça passe aussi.
Your work is always such a joy to run into on my timeline. Best of luck to you !
November 14, 2025 at 9:59 AM
That ref is super charming, and you managed to make it look even cuter ♥
November 12, 2025 at 10:21 AM
No wayyyyyy ?! ♥ The rendering on this is gorgeous ! I'm awe-struck by the concept of the glitch / portal effect. How'd you even come up with something like this ?
November 5, 2025 at 1:57 PM
Oh that is such charming work ! ♥
October 22, 2025 at 11:17 AM
Three lil duckies and some smooth ripples.
There's a lot more work to be done, but this served as a nice introduction to custom post-processes :D
October 21, 2025 at 1:48 PM
Ooooh thanks for the pointer !
October 21, 2025 at 12:34 PM
Oh wow, those are some GORGEOUS speculars !
October 21, 2025 at 12:14 PM
All I did was duplicate the meat of the RecordRenderGraph method and add a second material slot, so pretty brainless way of going about things, I imagine ?
Anyway, we have gaussian blur !

Ok now, back to the water shader.
October 21, 2025 at 12:13 PM
My hubris knows no bounds.
Two passes it is.
October 20, 2025 at 3:07 PM
Surely there's no valid reason why vertical and horizontal blurs are done in two separate passes.
October 20, 2025 at 3:04 PM
... Aaaand we have a (horizontal) blur !
October 20, 2025 at 2:41 PM
Immediate roadblock : how do I get BlitTexture's texel size in sharegraph ? (I always have such an awkward time accessing built-in variables...)
Anyway ! Thankful for this forum dweller, who shared their solution : discussions.unity.com/t/urp-sample...
October 20, 2025 at 2:41 PM
Anyway ! I've had a nap, a walk, some lunch and a truly stellar brioche. Time to setup a gaussian blur post-process shader!
I found Daniel Ilett's breakdown of the effect very instructive.

For starters, I'll be using shadergraph.

danielilett.com/2023-06-01-t...
Gaussian Blur Post Process in Unity URP
With Renderer Features, we can create an efficient two-pass Gaussian blur with configurable kernel size.
danielilett.com
October 20, 2025 at 2:14 PM
... And the camera uses a specific Renderer without any of the fancy stuff. All I added was the dithering post-process, soon to be replaced with a gaussian blur.
At least, that's the plan.
October 20, 2025 at 2:14 PM
The setup:
An isometric camera captures the surface of the water and writes to a render texture. Only objects on the "RenderTexture" layer are rendered there, and those are hidden from the main cam.
The wireframe shows the thicker version of the duck that is used to render the ripples... (cont'd)
October 20, 2025 at 2:14 PM
Starting off with Unity's Rendergraph intro:
www.youtube.com/watch?v=U8Py...
I've had to remove the part of the RecordRenderGraph method related to the SphereVolume to make it work. Followed the tutorial's dithering shader, which I'll have to replace with a gaussian blur. Progress!
October 20, 2025 at 4:47 AM
The plan is to get a gaussian blur onto the render texture before it hits the shader, through the power of rendergraph.
( If anybody asks, that's why my kitchen is in shambles. )
October 20, 2025 at 4:00 AM
What I've got here is a basin of duckwater. I'd love to do the dishes, but I need the shader to have proper ripples first. Those obviously won't do. #shader #Unity #techart ( is there any point in adding tags to replies ? Nobody knows ! )
October 20, 2025 at 3:58 AM
Really admiring the range of textures in your work. It's wonderful !
October 20, 2025 at 1:45 AM
That looks super lovely and so very charming !
October 15, 2025 at 2:27 PM
Oh wow, that is a stunning concept.
October 6, 2025 at 2:18 PM