I know exactly what you’re thinking: “Hasn’t this gorgeous-looking guy already made a dissolve shader post in this link? How much longer is he going to milk that dissolve-shader cow?”. And you wouldn’t be totally mistaken (especially about the “gorgeous” part). I like dissolving effects; they’re simple, they can pretty much only be done with …
Yes, this is a horrible featured image. I know. Let’s move on. Recently, I came across a small workflow problem as I was playing around with gradient textures. While those are small images and really easy to create on a program like Photoshop, I’d still need to go back and forth from Photoshop to Unity …
Ever since I got into post-process effects, I was really curious to implement effects that do more complicated stuff than just change the color of the whole screen or play with depth. One such effect was an edge detection image effect, which seemed pretty simple, but the concept of detecting an edge eluded my simplistic …
Lately I’ve been working more with depth-based image effects and I often had to search through my archive to find examples of using the camera’s depth texture. Therefore, this Shader Bits post will be a bit different from the other ones. Since the subject is more relevant to image effects, this post won’t have the …
In this post I have a very simple shader for you, which serves two main purposes: to talk more about our lord and savior, the dot product, and to write a small and easy post to justify me not being so active. Nevertheless, this effect is definitely useful and interesting in many ways. It also …
Boy was it hard to name this post! And still, the name is not entirely accurate but I think it does a pretty good job of describing this “technique”. Basically, I’m following up on some of my previous tweets to share with you 2 simple shaders. That’s right, this time you have two brand new shaders! …
Recently, I started fiddling around with the depth texture of the camera and came across some interesting discoveries. Of course, those discoveries would probably be pretty obvious to any other shader enthusiast, but for me it was something new and exciting. My favorite element of camera depth texture usage is the fact that you get …
Back again with some more bits of code for your shader needs! This time, we’ll see how to get the distance of the camera from our object, as well as the vectors that corresponds to the viewing direction and the model’s normals. Like before, this post will include the code bits for both vertex-fragment and …
Debuting a new post series that will hopefully feature more posts in the future, tonight I just wanted to mention some quick tips that could be really useful for lots of use cases! This time, we’ll see how to get an object’s position in world and screen space, for both vertex-fragment and surface shaders. So …
I recently came across a very interesting GDC talk by Matt Nava on some of the tricks used in the art of ABZÛ, and I was really fascinated by it. Not because it featured anything super-complex and amazingly innovative, but because it featured some great ways technical art was used to solve problems. And those problems …