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 …
As I mentioned in the previous post, there is a third part to the parallax effect series. However, I decided not to call this post “Parallax Effects (Part III)”, because this effect is widely known with its own name: Interior Mapping. It’s an effect that’s been utilized for many years, to give the impression of …
Welcome to the second part of the tutorial on Parallax effects! Now, initially I intended for this tutorial to only have two parts, with which I so naively open on the previous post. However, there’s probably going to be a third part on the series, the subject of which I won’t reveal now, for some …
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, …
How I wrote my own 3D game engine and shipped a game with it in 20 months: https://t.co/RONYFxJnW9 #gamedev #indiedev pic.twitter.com/HXU7IQwBQR — KEYREAL (@kircode) October 15, 2017 My CUDA accelerated version of @peter_shirley‘s Ray Tracing in One Weekend is finished. 😀 You can also build the CPU-only version, I plan on keeping both versions alive …