2018 Update:
I'm selling the full source for this project on gumroad. Just note it's super important to read the description in full before buying, so you know exactly what you're getting!
https://gum.co/skybreaker-watercolor
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A little demonstration of the shader I've been working on over the past week or so - part of a larger effort to develop a unique art style for a games project I'm hoping to develop this year. Let me know what you think!
The music is some little demo I made a while back and never finished/shared... Now it has a purpose!
Nerd stuff:
This is achieved with a single custom fragment shader running in Unity 5.
All of the morphs/warps are the result of changing parameters on lights in the scene - the actual material itself doesn't get modified during runtime, except for texture offsets (which translate at a constant rate). The magic is all in how the shader samples Unity's built-in lighting features.
At the moment I'm limited to 4 point lights thanks to forward-rendering, but I should be able to fix that in the deferred pipeline.
The video demonstrates a few key things:
- Light attenuation at different distances, different light radii, and different light intensities.
- Blending shadow intensity to 'fade' shadows in/out.
- Moving lights/shadows.
- Multiple point light sources.
- Directional lighting (I faded out the point lights whilst showing this, but it works fine to have a mix of directional + point).
More on how the effect was achieved here:
http://forum.unity3d.com/threads/watercolour-shadow-shader-effect.379102/#post-2460082