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 …
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 …
Hi there. This is a quite different tutorial post than what you’re probably used to. As the featured image suggests, this shader is about making realistic stock images of people surfing with Unity’s shader file icon as a head. It’s oddly specific, but you’d be surprised how many people actually asked for this. Ok, enough …
As it was the result of a Twitter poll, I decided to share some more practical unlit shader effects. Specifically, you get two shaders (lucky you!), one for a simple butterfly flutter and another one for a simple fish swim cycle. These shaders are unlit and don’t react with light in any way, and their …
I promised it and now I’m delivering it: The spherical mask as a post-processing effect. As I mentioned in the spherical mask dissolve post, and many other posts before that, I am super lazy. I don’t like having to apply an effect to a bunch of different materials and them to a bunch of different …