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following up with recreating visuals from games i've been streaming, i slapped together the hiss smoke effect from Control/Resonant. The shader itself is a bit jank compared to my previous attempts, but I'm still really happy with the motion vector system working with my OBS contents via Spout.

ompuco@ompu.co

improvised a crude diffractive glass vtuber shader stack during last night's Skate Story stream to match the game a little bit more (processing mostly in OBS, with VSeeFace just sending the vtuber's normal buffer)

I swap between 2 different versions of the shader at the cut in the middle since I've been trying to get the look right, though I'm not sure which ended up working better so I figured I'd put in both. I might start over since I began by forking off a previous shader & vastly overcomplicated it.

At the very least, my whole hacky setup for having the motion vector solving shader include the contents of my OBS scene has proven to be super useful for a variety of existing effects of mine. Here's a test with my old datamoshing shader, now properly bleeding blocks over the game from my vtuber.

What would be really cool is if I could just extract the full graphics buffer from the game (motion vectors, depth) so I can do stuff like depth-rejecting reprojected pixels when occluded (as well as a ton of other immersive vtuber effects with access to normals, albedo, etc) but I'm tired & broke!

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