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This is the third part of the series on Iridescent Materials in Unity. The previous post showed several of the most common techniques used in shaders to reproduce the colours of the visible spectrum. This post introduces a novel approaches which results are virtually indistinguishable from the actual colours of the rainbow. The biggest innovation is that this approach does not rely on IF statements, making it perfect for shaders

You can see the results on Shadertoy.
This post relies on a non-linear optimisation algorithm to find the optimal parameters needed to replicate a rainbow pattern. This has been achieved using a Python script, which is available here ($10+ patrons only).

You can read the rest of the series here:

You can download the Unity project for the CD-ROM shader here ($25+ patrons only).

As always, thank you for your support. ♥

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