In the previous article, regarding the problem of the ghost shader, the transparency caused by alpha cannot be displayed well on the iPad, so we made it pseudo-transparent by blending with the SceneColor node. This is equivalent to what we are doing in the process of distorting the background.
At the same time, we implemented a process to shake the originally planned shape and a process to make the light on the particles drift inside.
In addition, we added a process that disappears when approaching, and as shown in the figure below, it became a fairly large process with the self-made shader.
Here’s what the final shader looks like. Do you look like a ghost?