I guess this is the first entry to this category, since I never had such a demand for a write-up before. So here goes! The different between this format and regular “My take on shaders” post is that this is a more direct format, just going through a particular effect that I find too specific …
This two-part tutorial is revolved around the “parallax” effect, which is basically the process of faking depth by performing some magic math on the view direction of the camera. It’s an effect that Unity’s standard shader has enabled by default and is activated by using the height texture field in the material inspector. In this, …
Recently I came across this wonderful tip by Mike Black about making signed distance fields as icons for decals to get crisper results without increasing the size of your sprites: I really enjoyed the simplicity of the process and it made me want to use the concept in Unity as well. The motive for me, …