Let’s build a stepped gradient in Unity! This a form of gradient with hard transitions between the different keyframes in the gradient which creates clear blocks of color like you might see on a flag or logo.
You can build custom shaders for your terminal. Lets build a quick flag shader and see what we can learn.
Lets fix our grid snapped vertex custom shader by introducing some improved lighting. Because we’re manipulating our objects geometry inside our shader the normals that are used to calculate lighting are incorrect.
Expanding upon our exploration of a shader that snaps vertices to a grid. This time we’re moving things into world space!
In this video I get to play with madness. We’ll be exploring what happens if you try to “pixelate” a 3D mesh using a vertex shader.
Let’s try to craft some trochoidal waves - a type of fluid simulation that is both fairly simple and also looks pretty good for creating basic waves in an ocean or other fluid.
Hugo Shortcodes are a way to use short snippets in your Hugo site that embed custom parameterized objects. Some built-in shortcodes can embed GitHub Gist code snippets, YouTube videos or Twitter posts.
Lets write a custom snow covered surface shader in Unity that can procedurally generate snow and place it on top of any object in our scene.
Lets explore how to build diffuse lighting onto our meshes. This is intended as somewhat of an introduction to some of the magic behind shaders.
In previous videos we’ve built a pixel shader that renders circles instead of the traditional squares. You can rotate the pixels so that the circles can be oriented at any angle to one another.
I wanted to try something new and sort of experiment with a few concepts that build upon our circle pixel shader.
In the past two episodes we’ve created a pixelating shader that divides an image into a lower resolution grid of pixels and a second shader which renders a circle inside of a 1x1 area.
In the last video we made our circular pixel shader work. It now draws a grid of different colored circles based on the input from the shaders texture.
Last time we built a grid of pixels for our circular pixel shader. In this video, part 2, we’re going to be figuring out how to draw a circle.
Lets make a pixelated shader we can use to easily make a pixelated version of a texture on our Game Objects.
A Shadertoy shader creating a grid. This makes it possible to create an infintely scalable grid pattern that is fairly light-weight.
Time to finally catch our Shader Graph Ripple Shader up to the existing Ripple we created in a Surface Shader a while ago.
With the introduction of Shader Graph Unity also added support for Custom Nodes you can build yourself by creating custom CodeFunctionNode.
There is still so much to learn in Unity’s new Shader Graph feature. In this video our focus is twofold.
A number of people have commented that we should be using step or smoothstep instead of some of the branching if/else blocks we’ve used in other videos (branches in shaders tend to perform worse than other functions).