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, …
Intro Hi there! This is the first issue of “Technically Art”, which is a (hopefully) weekly collection of interesting tweets about 3D art, technical art, shaders, VFX, code and everything in between! The point for every issue is to contain tweets that serve as inspiration, useful resource or to just promote the creator’s work. Therefore, …
I was having trouble for a while coming up with an interesting enough shader topic for this blog post, and then Ronja (whose tutorials you should absolutely check out btw) suggested a neat thing with which I had some experience: Color grading with Look-up textures (hereafter mentioned as LUTs). I had to implement a custom …