<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:sy="http://purl.org/rss/1.0/modules/syndication/" xmlns:media="http://search.yahoo.com/mrss/"><channel><title>shader on World of Zero</title><link>https://worldofzero.com/tags/shader/</link><description>Recent content in shader on World of Zero</description><generator>Hugo -- gohugo.io</generator><language>en</language><managingEditor>contact@worldofzero.com (Sam Wronski)</managingEditor><webMaster>contact@worldofzero.com (Sam Wronski)</webMaster><copyright>©2025, All Rights Reserved</copyright><lastBuildDate>Fri, 16 May 2025 00:00:00 +0000</lastBuildDate><atom:link href="https://worldofzero.com/tags/shader/index.xml" rel="self" type="application/rss+xml"/><item><title>Using Polar Coordinates in Unity Shader Graphs</title><link>https://worldofzero.com/videos/using-polar-coordinates-in-unity-shader-graphs/</link><pubDate>Fri, 16 May 2025 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 16 May 2025 07:28:43 -0700</atom:modified><guid>https://worldofzero.com/videos/using-polar-coordinates-in-unity-shader-graphs/</guid><description>Getting back into making videos and decided to explore polar coordinates at a high level. Polar coordinates are an alternative coordinate system that maps points onto a radius and angle instead of an XY position like we have when using more typical Cartesian coordinates.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Nj1YynIG9vQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>livecode</category></item><item><title>Building a Custom Unity Pixelated Post Processing Effect in Shader Graph</title><link>https://worldofzero.com/videos/building-a-custom-unity-pixelated-post-processing-effect-in-shader-graph/</link><pubDate>Thu, 06 Jun 2024 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 07 Jun 2024 14:55:10 -0700</atom:modified><guid>https://worldofzero.com/videos/building-a-custom-unity-pixelated-post-processing-effect-in-shader-graph/</guid><description>Lets dive into Shader Graph and how you can use it in Universal Rendering Pipeline Unity projects to create post processing effects for your game.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/xrl--jRxehM/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category></item><item><title>Exploring How to Write Custom Pixel Shaders for the Windows Terminal</title><link>https://worldofzero.com/videos/exploring-how-to-write-custom-pixel-shaders-for-the-windows-terminal/</link><pubDate>Wed, 06 Oct 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Thu, 07 Oct 2021 08:30:46 -0700</atom:modified><guid>https://worldofzero.com/videos/exploring-how-to-write-custom-pixel-shaders-for-the-windows-terminal/</guid><description>The Windows Terminal is a new terminal for Windows that allows you to run PowerShell, Command Prompt, the Azure Command Shell or any other terminal environment.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/YF50axsb-cA/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>tutorial</category><category>windows</category></item><item><title>Creating a Stepped Gradient Shader in Unity</title><link>https://worldofzero.com/videos/creating-a-stepped-gradient-shader-in-unity/</link><pubDate>Tue, 20 Jul 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Wed, 11 Aug 2021 10:00:06 -0700</atom:modified><guid>https://worldofzero.com/videos/creating-a-stepped-gradient-shader-in-unity/</guid><description>Let&amp;rsquo;s build a stepped gradient in Unity! This is 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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/_CNfrFk7r98/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category></item><item><title>Building a Flag Shader for the Windows Terminal</title><link>https://worldofzero.com/posts/pride-windows-terminal/</link><pubDate>Sun, 04 Apr 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 04 Apr 2021 17:12:00 -0700</atom:modified><guid>https://worldofzero.com/posts/pride-windows-terminal/</guid><description>Flags! But in your Terminal with Shaders.
Getting Started Enabling Shaders in Your Terminal There is currently an experimental feature in the Windows Terminal that allows you to assign a HLSL shader to your terminal to customize its appearance.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/images/posts/shadertoy/trans-pride-shader.png" medium="image"><media:title type="html">featured image</media:title></media:content><category>windows</category><category>tools</category><category>opensource</category><category>tip</category><category>shell</category><category>shader</category></item><item><title>Correcting Lighting on our Grid Snapped Vertex Shader with Geometry Shaders</title><link>https://worldofzero.com/videos/correcting-lighting-on-our-grid-snapped-vertex-shader-with-geometry-shaders/</link><pubDate>Sat, 20 Feb 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 21 Feb 2021 09:39:57 -0800</atom:modified><guid>https://worldofzero.com/videos/correcting-lighting-on-our-grid-snapped-vertex-shader-with-geometry-shaders/</guid><description>Lets fix our grid snapped vertex custom shader by introducing some improved lighting. Because we&amp;rsquo;re manipulating our objects geometry inside our shader the normals that are used to calculate lighting are incorrect.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/VC-v874C5xQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>livecode</category><category>unity3d</category><category>tutorial</category></item><item><title>A World Space Grid Snapped Shader</title><link>https://worldofzero.com/videos/a-world-space-grid-snapped-shader/</link><pubDate>Fri, 12 Feb 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sat, 13 Feb 2021 08:15:12 +0000</atom:modified><guid>https://worldofzero.com/videos/a-world-space-grid-snapped-shader/</guid><description>Expanding upon our exploration of a shader that snaps vertices to a grid. This time we&amp;rsquo;re moving things into world space!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/4xR46-YI828/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item><item><title>What Happens When You Snap Vertices To A Grid?</title><link>https://worldofzero.com/videos/what-happens-when-you-snap-vertices-to-a-grid/</link><pubDate>Wed, 10 Feb 2021 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Fri, 12 Feb 2021 08:15:50 +0000</atom:modified><guid>https://worldofzero.com/videos/what-happens-when-you-snap-vertices-to-a-grid/</guid><description>In this video I get to play with madness. We&amp;rsquo;ll be exploring what happens if you try to &amp;ldquo;pixelate&amp;rdquo; a 3D mesh using a vertex shader.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/e8NItqF_9hQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>livecode</category></item><item><title>Exploring a Trochoidal Wave Shader</title><link>https://worldofzero.com/videos/exploring-a-trochoidal-wave-shader/</link><pubDate>Fri, 20 Mar 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/exploring-a-trochoidal-wave-shader/</guid><description>Let&amp;rsquo;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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/moR3wly4S5Y/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category><category>livecode</category></item><item><title>Embedding Shadertoy in Hugo Websites - Custom Hugo Shortcodes</title><link>https://worldofzero.com/videos/embedding-shadertoy-in-hugo-websites-custom-hugo-shortcodes/</link><pubDate>Tue, 07 Jan 2020 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/embedding-shadertoy-in-hugo-websites-custom-hugo-shortcodes/</guid><description>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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/i100RhwZUnQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>hugo</category><category>web</category></item><item><title>Writing a Snow Covered Shader</title><link>https://worldofzero.com/videos/writing-a-snow-covered-shader/</link><pubDate>Fri, 04 Oct 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/writing-a-snow-covered-shader/</guid><description>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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/bY7r6blL1K8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>livecode</category></item><item><title>Writing Our Own Diffuse Lighting Shader</title><link>https://worldofzero.com/videos/writing-our-own-diffuse-lighting-shader/</link><pubDate>Fri, 26 Jul 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/writing-our-own-diffuse-lighting-shader/</guid><description>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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/4XfXOEDzBx4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>livecode</category></item><item><title>Turning Circular Pixels Into Diamond Pixels</title><link>https://worldofzero.com/videos/turning-circular-pixels-into-diamond-pixels/</link><pubDate>Tue, 02 Jul 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/turning-circular-pixels-into-diamond-pixels/</guid><description>In previous videos we&amp;rsquo;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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/u5PGfxHjYo0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>opensource</category><category>git</category><category>tutorial</category></item><item><title>Experimenting With Rotated Pixels - Circle Pixel Shader - Part 5</title><link>https://worldofzero.com/videos/experimenting-with-rotated-pixels-circle-pixel-shader-part-5/</link><pubDate>Fri, 28 Jun 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/experimenting-with-rotated-pixels-circle-pixel-shader-part-5/</guid><description>I wanted to try something new and sort of experiment with a few concepts that build upon our circle pixel shader.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/-UIeB7OCw10/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>livecode</category><category>debugging</category><category>opensource</category></item><item><title>Making Our Pixels Round - Circle Pixel Shader - Part 3</title><link>https://worldofzero.com/videos/making-our-pixels-round-circle-pixel-shader-part-3/</link><pubDate>Wed, 26 Jun 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/making-our-pixels-round-circle-pixel-shader-part-3/</guid><description>In the past two episodes we&amp;rsquo;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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/RD9qvXO_Ha4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>livecode</category><category>opensource</category></item><item><title>Variable Radius Circle Pixels - Circle Pixel Shader - Part 4</title><link>https://worldofzero.com/videos/variable-radius-circle-pixels-circle-pixel-shader-part-4/</link><pubDate>Wed, 26 Jun 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/variable-radius-circle-pixels-circle-pixel-shader-part-4/</guid><description>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.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/u-RXmILAmxs/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>livecode</category></item><item><title>Lets Draw A Circle - Circle Pixel Shader - Part 2</title><link>https://worldofzero.com/videos/lets-draw-a-circle-circle-pixel-shader-part-2/</link><pubDate>Sat, 22 Jun 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/lets-draw-a-circle-circle-pixel-shader-part-2/</guid><description>Last time we built a grid of pixels for our circular pixel shader. In this video, part 2, we&amp;rsquo;re going to be figuring out how to draw a circle.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/BVPfcI-O83s/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>opensource</category><category>git</category></item><item><title>A Pixelated Shader - Circular Pixel Shader - Part 1</title><link>https://worldofzero.com/videos/a-pixelated-shader-circular-pixel-shader-part-1/</link><pubDate>Fri, 21 Jun 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/a-pixelated-shader-circular-pixel-shader-part-1/</guid><description>Lets make a pixelated shader we can use to easily make a pixelated version of a texture on our Game Objects.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/mNyZKyVfPeU/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>opensource</category><category>livecode</category></item><item><title>Shadertoy: Grid Shader</title><link>https://worldofzero.com/posts/shadertoy-grid-shader/</link><pubDate>Thu, 10 Jan 2019 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 15 Nov 2020 15:50:39 -0800</atom:modified><guid>https://worldofzero.com/posts/shadertoy-grid-shader/</guid><description>A Shadertoy shader creating a grid. This makes it possible to create an infintely scalable grid pattern that is fairly light-weight.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/images/posts/shadertoy/infinite-grid.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category></item><item><title>Ring to Ripples - Ripple in Shader Graph - Part 3</title><link>https://worldofzero.com/videos/ring-to-ripples-ripple-in-shader-graph-part-3/</link><pubDate>Mon, 17 Dec 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/ring-to-ripples-ripple-in-shader-graph-part-3/</guid><description>Time to finally catch our Shader Graph Ripple Shader up to the existing Ripple we created in a Surface Shader a while ago.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/_08No6ET-qk/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>Building a Custom Node in Unity's Shader Graph</title><link>https://worldofzero.com/videos/building-a-custom-node-in-unitys-shader-graph/</link><pubDate>Wed, 05 Dec 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/building-a-custom-node-in-unitys-shader-graph/</guid><description>With the introduction of Shader Graph Unity also added support for Custom Nodes you can build yourself by creating custom CodeFunctionNode.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/FeL4uWGdtUY/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category><category>csharp</category><category>dotnet</category></item><item><title>Using Properties and Steps in Part 2 of our Ripple in Shader Graph</title><link>https://worldofzero.com/videos/using-properties-and-steps-in-part-2-of-our-ripple-in-shader-graph/</link><pubDate>Wed, 28 Nov 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/using-properties-and-steps-in-part-2-of-our-ripple-in-shader-graph/</guid><description>There is still so much to learn in Unity&amp;rsquo;s new Shader Graph feature. In this video our focus is twofold.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/tL3GbBAqF3E/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category></item><item><title>Learning How To Use Step and Smoothstep in Shaders</title><link>https://worldofzero.com/videos/learning-how-to-use-step-and-smoothstep-in-shaders/</link><pubDate>Sat, 17 Nov 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/learning-how-to-use-step-and-smoothstep-in-shaders/</guid><description>A number of people have commented that we should be using step or smoothstep instead of some of the branching if/else blocks we&amp;rsquo;ve used in other videos (branches in shaders tend to perform worse than other functions).</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/-vGNd8pnbYs/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category></item><item><title>A Circle Shader in Shader Graph - Ripple in Shader Graph - Part 1</title><link>https://worldofzero.com/videos/a-circle-shader-in-shader-graph-ripple-in-shader-graph-part-1/</link><pubDate>Thu, 11 Oct 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/a-circle-shader-in-shader-graph-ripple-in-shader-graph-part-1/</guid><description>Lets learn Shader Graph by building our ripple shader entirely within Shader Graph.
The goal of this series is to reproduce the ripple shader we&amp;rsquo;ve been working on and compare/contrast the process of building the same shader in both tools that Unity makes available to you.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/R05OYXNDyas/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category><category>shader</category></item><item><title>Point and Ripple - Ripple Shader - Part 2</title><link>https://worldofzero.com/videos/point-and-ripple-ripple-shader-part-2/</link><pubDate>Wed, 03 Oct 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/point-and-ripple-ripple-shader-part-2/</guid><description>Welcome back!
Let&amp;rsquo;s expand our Ripple Shader so it&amp;rsquo;s a bit easier to control and set the groundwork for some of the upcoming features we&amp;rsquo;ll want to build for it.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/UVdXUXv3Bw8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>Shadertoy: Reduced Image Color Quality</title><link>https://worldofzero.com/posts/shadertoy-quality-reduce/</link><pubDate>Tue, 18 Sep 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 15 Nov 2020 15:50:39 -0800</atom:modified><guid>https://worldofzero.com/posts/shadertoy-quality-reduce/</guid><description>A Shadertoy shader that reduces the available colors to draw with. This demo reduces the normal range of colors per channel from 256 down to just 8 by using effectively separating each colors floating point value into different categories.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/images/posts/shadertoy/reduced-color-range.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category></item><item><title>A Static Glowing Ring - Ripple Shader - Part 1</title><link>https://worldofzero.com/videos/a-static-glowing-ring-ripple-shader-part-1/</link><pubDate>Tue, 31 Jul 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/a-static-glowing-ring-ripple-shader-part-1/</guid><description>Lets make a new shader in Unity that sends a ripple out across an object to reveal the texture underneath it!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/EhkBdCdNx-Y/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category></item><item><title>Improving the Voxel Cube with Lighting and Optimized Updates</title><link>https://worldofzero.com/videos/improving-the-voxel-cube-with-lighting-and-optimized-updates/</link><pubDate>Wed, 25 Jul 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/improving-the-voxel-cube-with-lighting-and-optimized-updates/</guid><description>One of the big advantages of recording yourself building things is you get to watch it all back, a built in code review while you edit.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/9_bZn0aNVPQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category><category>csharp</category></item><item><title>Adding an Accent to our Contrast Shader - Lets Make a Side Scrolling Shooter - Part 4</title><link>https://worldofzero.com/videos/adding-an-accent-to-our-contrast-shader-lets-make-a-side-scrolling-shooter-part-4/</link><pubDate>Thu, 05 Jul 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/adding-an-accent-to-our-contrast-shader-lets-make-a-side-scrolling-shooter-part-4/</guid><description>Lets spice up our our contrasting transition shader with an accent color that more clearly marks the border between one color and the next.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/gu_bFoI2fIg/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>Color Contrast Shader - Lets Make a Side Scrolling Shooter - Part 3</title><link>https://worldofzero.com/videos/color-contrast-shader-lets-make-a-side-scrolling-shooter-part-3/</link><pubDate>Tue, 03 Jul 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/color-contrast-shader-lets-make-a-side-scrolling-shooter-part-3/</guid><description>Continuing to build out our side scrolling shooter. We&amp;rsquo;re going to be building an effect that is essential to one of the main mechanics I am trying to build for this game.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/jJcSbixSy5c/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>livecode</category><category>csharp</category><category>dotnet</category><category>unity3d</category></item><item><title>Lets Make An Expanding Pipe Shader</title><link>https://worldofzero.com/videos/lets-make-an-expanding-pipe-shader/</link><pubDate>Thu, 21 Jun 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/lets-make-an-expanding-pipe-shader/</guid><description>I&amp;rsquo;ve been seeing a few example of uses for a cartoonish styled pipe that expands as something goes through it.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/2Br1nS59PLU/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category><category>game</category></item><item><title>Building a Custom Unity Terrain Shader</title><link>https://worldofzero.com/videos/building-a-custom-unity-terrain-shader/</link><pubDate>Sun, 29 Apr 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/building-a-custom-unity-terrain-shader/</guid><description>We&amp;rsquo;ve built a lot of shaders, how do we attach these to our terrain though? Let&amp;rsquo;s take a look at how you can build a basic shader that integrates with Unity&amp;rsquo;s pre-built terrain tools.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/9rSP-ozPs0A/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category></item><item><title>I Learn About Stencil Buffers and Cutting Holes in Things</title><link>https://worldofzero.com/videos/i-learn-about-stencil-buffers-and-cutting-holes-in-things/</link><pubDate>Wed, 25 Apr 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/i-learn-about-stencil-buffers-and-cutting-holes-in-things/</guid><description>How do you cut holes in solid geometry? You don&amp;rsquo;t&amp;hellip; but you can fake it. To do that we&amp;rsquo;re going to use the Stencil Buffer.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/AGJ_Pk28UnA/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>game</category></item><item><title>Building GLSL Shaders in a Real Time Shader Editor - KodeLife</title><link>https://worldofzero.com/videos/building-glsl-shaders-in-a-real-time-shader-editor-kodelife/</link><pubDate>Fri, 30 Mar 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/building-glsl-shaders-in-a-real-time-shader-editor-kodelife/</guid><description>KodeLife is a powerful cross platform shader editor for Mac, PC or Linux. It overlays a text editor and debugger on top of the real-time results of your shader.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/wHT5qdJYVe4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>livecode</category><category>tools</category></item><item><title>Wind Mapped Snow - Dynamic Snow in Unity - Part 6</title><link>https://worldofzero.com/videos/wind-mapped-snow-dynamic-snow-in-unity-part-6/</link><pubDate>Thu, 22 Mar 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/wind-mapped-snow-dynamic-snow-in-unity-part-6/</guid><description>Last video we added support for wind to blow snow across our terrain. That was cool but the implementation was fixed and required us to have wind move in a specific direction.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/xMd_uzV0hPk/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>Refracting Shield Impacts - Lets Make an Energy Shield - Part 5</title><link>https://worldofzero.com/videos/refracting-shield-impacts-lets-make-an-energy-shield-part-5/</link><pubDate>Fri, 16 Feb 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/refracting-shield-impacts-lets-make-an-energy-shield-part-5/</guid><description>It&amp;rsquo;s time to add another layer to our Shield Shader. Projectiles are going to start causing distortions in the shield as they impact it instead of just pulsing a color along the shield.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/qCiFHHAEjAM/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>Tracks in the Snow - Dynamic Snow in Unity - Part 1</title><link>https://worldofzero.com/videos/tracks-in-the-snow-dynamic-snow-in-unity-part-1/</link><pubDate>Wed, 07 Feb 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/tracks-in-the-snow-dynamic-snow-in-unity-part-1/</guid><description>You walk through a snow drift or throw a grenade into it. How do you deform it so your footprints last?</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/z7kQpUZXXhw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category></item><item><title>Adding Custom Lighting to a Unity Particle Shader</title><link>https://worldofzero.com/videos/adding-custom-lighting-to-a-unity-particle-shader/</link><pubDate>Thu, 25 Jan 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/adding-custom-lighting-to-a-unity-particle-shader/</guid><description>Lets make a shader that lets you add cool pseudo volumetric lighting to your particle effects.
Imagine putting lights inside a cloud of smoke, because Unity&amp;rsquo;s particles always face you the lighting on a standard shader can be questionable.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/2TBCozxI7-I/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category></item><item><title>Exploring the Unity 2018 Visual Shader Editor</title><link>https://worldofzero.com/videos/exploring-the-unity-2018-visual-shader-editor/</link><pubDate>Thu, 11 Jan 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/exploring-the-unity-2018-visual-shader-editor/</guid><description>Unity 2018&amp;rsquo;s beta was released earlier today and includes a number of exciting new features. One of them is a new visual shader editor called the Shader Graph.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/1mW3T-Oritw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category></item><item><title>Attacking the Shield Shader - Lets Make an Energy Shield - Part 4</title><link>https://worldofzero.com/videos/attacking-the-shield-shader-lets-make-an-energy-shield-part-4/</link><pubDate>Tue, 09 Jan 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/attacking-the-shield-shader-lets-make-an-energy-shield-part-4/</guid><description>We have a shield shader, but how do we get it to interact with the world. More plainly: how can we shoot our shield?</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/wou-47wEkyQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>csharp</category><category>dotnet</category><category>tutorial</category></item><item><title>Combining Refraction and Energy Shield - Lets Make an Energy Shield - Part 3</title><link>https://worldofzero.com/videos/combining-refraction-and-energy-shield-lets-make-an-energy-shield-part-3/</link><pubDate>Wed, 03 Jan 2018 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/combining-refraction-and-energy-shield-lets-make-an-energy-shield-part-3/</guid><description>Shields up! Let&amp;rsquo;s expand on our shield shader by merging our refraction shader and our existing energy shield shader together.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/SzDsrollcxs/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>The Most Complicated Nothing Shader - Unity 3D Grab Pass</title><link>https://worldofzero.com/videos/the-most-complicated-nothing-shader-unity-3d-grab-pass/</link><pubDate>Thu, 19 Oct 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/the-most-complicated-nothing-shader-unity-3d-grab-pass/</guid><description>Grab Passes are a really complicated and expensive way to do nothing in a shader. A Grab Pass is an additional pass added to your shader that captures the scene and allows you to use that captured texture in your shader.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/aX7wIp-r48c/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item><item><title>Shield Impact Marks - Lets Make an Energy Shield - Part 2</title><link>https://worldofzero.com/videos/shield-impact-marks-lets-make-an-energy-shield-part-2/</link><pubDate>Sat, 07 Oct 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/shield-impact-marks-lets-make-an-energy-shield-part-2/</guid><description>Pew pew! Lets take the next step in building our shield shader. In this video we&amp;rsquo;ll be building two things.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/5JzsSzD-xE8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item><item><title>Sending Array's To Shaders - Lets Make an Energy Shield - Part 1</title><link>https://worldofzero.com/videos/sending-arrays-to-shaders-lets-make-an-energy-shield-part-1/</link><pubDate>Fri, 29 Sep 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/sending-arrays-to-shaders-lets-make-an-energy-shield-part-1/</guid><description>Lets start building a cool energy shield shader that can dynamically react to collisions and more. To begin we&amp;rsquo;ll be looking at how to pass collision information to our shield by sending an array of positions to our shader.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/NeZcAYJdkv4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category></item><item><title>Lets Make a Dissolving Shader</title><link>https://worldofzero.com/videos/lets-make-a-dissolving-shader/</link><pubDate>Fri, 15 Sep 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/lets-make-a-dissolving-shader/</guid><description>A mage blasts a rock with a magic missile, the magic engulfs the stone in flame and slowly tears it apart.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/rGt9haUx-aQ/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category><category>shader</category></item><item><title>Lets Make a Hologram Shader</title><link>https://worldofzero.com/videos/lets-make-a-hologram-shader/</link><pubDate>Thu, 17 Aug 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/lets-make-a-hologram-shader/</guid><description>Lets make a hologram shader that can be used to draw any object as if it was a projection in some science fiction scene.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/vlYGmVC_Qzg/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category></item><item><title>Dungeon Building - Summer Slow Jam - Performance, A Game In A Stream - Part 2</title><link>https://worldofzero.com/videos/dungeon-building-summer-slow-jam-performance-a-game-in-a-stream-part-2/</link><pubDate>Sat, 22 Jul 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/dungeon-building-summer-slow-jam-performance-a-game-in-a-stream-part-2/</guid><description>We are making a top down shooter. That&amp;rsquo;s cool right? But wait there is more!
This isn&amp;rsquo;t just any top down shooter, this game isn&amp;rsquo;t even played on your computer!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/t0yf7cRDdkw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>livestream</category><category>livecode</category><category>hackathon</category><category>shader</category></item><item><title>Spherifying Our Vertex Shader</title><link>https://worldofzero.com/videos/spherifying-our-vertex-shader/</link><pubDate>Fri, 14 Jul 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/spherifying-our-vertex-shader/</guid><description>Expanding a vertex shader by allowing us to Clamp the distance of the vertices to a fixed distance. This effectively allows us to limit the model to a &amp;ldquo;sphere&amp;rdquo; or part of a sphere if we reduce the limit far enough.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/sb51BFBdz_M/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item><item><title>Transformation Matrices and Vertex Shaders</title><link>https://worldofzero.com/videos/transformation-matrices-and-vertex-shaders/</link><pubDate>Thu, 13 Jul 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/transformation-matrices-and-vertex-shaders/</guid><description>3D Rotational Matrices? What do they do? How do you use them? And more importantly what cool stuff can we make with them?</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/VzhxginBhdc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item><item><title>Lets Make a Hypno-Disc Shader - WebGL in Shadertoy</title><link>https://worldofzero.com/videos/lets-make-a-hypno-disc-shader-webgl-in-shadertoy/</link><pubDate>Thu, 29 Jun 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/lets-make-a-hypno-disc-shader-webgl-in-shadertoy/</guid><description>Time for something a bit different. In this video we&amp;rsquo;ll delve into WebGL using a tool called ShaderToy, a great way to learn and experiment with shaders all from inside your web browser!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Y2IADn-wAZM/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>tutorial</category></item><item><title>Shadertoy: Hypnodisc</title><link>https://worldofzero.com/posts/shadertoy-hypnodisc/</link><pubDate>Wed, 28 Jun 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Sun, 15 Nov 2020 15:50:39 -0800</atom:modified><guid>https://worldofzero.com/posts/shadertoy-hypnodisc/</guid><description>A Shadertoy shader creating a classic hypnotic disc effect.
void mainImage( out vec4 fragColor, in vec2 fragCoord ) { // Calculate coordinate with 0,0 at middle of screen vec2 uv = (fragCoord - 0.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/images/posts/shadertoy/hypnodisc.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category></item><item><title>Simulating Grass Physics and Trampling in Compute Shaders</title><link>https://worldofzero.com/videos/simulating-grass-physics-and-trampling-in-compute-shaders/</link><pubDate>Tue, 27 Jun 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/simulating-grass-physics-and-trampling-in-compute-shaders/</guid><description>Adding a custom physics implementation to our grass renderer. This video adds a compute shader to simulate our grass individually.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/gF1LZNOUb9w/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>csharp</category><category>dotnet</category><category>shader</category><category>tutorial</category></item><item><title>Lets Make a Blended Material Shader - Voxel Terrain - Part 12</title><link>https://worldofzero.com/videos/lets-make-a-blended-material-shader-voxel-terrain-part-12/</link><pubDate>Fri, 23 Jun 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/lets-make-a-blended-material-shader-voxel-terrain-part-12/</guid><description>Lets improve our Voxel Terrain! Specifically, let&amp;rsquo;s start work on a shader that can shade our terrain. Our terrain uses each color channel from the vertices of our voxel mesh to designate a different material.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/btOs50kk9IA/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category><category>tutorial</category></item><item><title>Lets Make Conway's Game of Life with Compute Shaders</title><link>https://worldofzero.com/videos/lets-make-conways-game-of-life-with-compute-shaders/</link><pubDate>Thu, 18 May 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/lets-make-conways-game-of-life-with-compute-shaders/</guid><description>Conway&amp;rsquo;s Game of Life was created by John Horton Conway in 1970. It&amp;rsquo;s designed as a mathematical system capable of creating copies of itself.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/ItPTBSeGjdM/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item><item><title>Point Cloud Grass - Lets Make a Grass Renderer</title><link>https://worldofzero.com/videos/point-cloud-grass-lets-make-a-grass-renderer/</link><pubDate>Wed, 10 May 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/point-cloud-grass-lets-make-a-grass-renderer/</guid><description>Lets say you want to render grass. A LOT of grass. How would you do it? In this video we&amp;rsquo;re going to try to solve that using a point cloud and a geometry shader.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/b2AlyCNbYmY/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item><item><title>Lets Make a Grass Renderer</title><link>https://worldofzero.com/videos/lets-make-a-grass-renderer/</link><pubDate>Tue, 09 May 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/lets-make-a-grass-renderer/</guid><description>Lets look into how to add grass to terrain. We&amp;rsquo;re going to combine instanced rendering and raycasting to dynamically place grass on the terrain.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/0H1FVOphmIo/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>tutorial</category><category>csharp</category><category>dotnet</category><category>shader</category></item><item><title>Lets Make a Contour Map Shader</title><link>https://worldofzero.com/videos/lets-make-a-contour-map-shader/</link><pubDate>Tue, 02 May 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/lets-make-a-contour-map-shader/</guid><description>Let&amp;rsquo;s make a contour map shader by layering a number of planes and creating a simple shader to draw &amp;ldquo;slices&amp;rdquo; from a heightmap.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/AK8oV4BzrW4/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>The Magic Revealing Flashlight Shader</title><link>https://worldofzero.com/videos/the-magic-revealing-flashlight-shader/</link><pubDate>Sat, 01 Apr 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/the-magic-revealing-flashlight-shader/</guid><description>Let&amp;rsquo;s make a revealing shader that is normally blank and full transparent, but when you shine a light on it becomes revealed.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/b4utgRuIekk/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>Creating a Triplanar Shader - Asteroids VR</title><link>https://worldofzero.com/videos/creating-a-triplanar-shader-asteroids-vr/</link><pubDate>Wed, 29 Mar 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/creating-a-triplanar-shader-asteroids-vr/</guid><description>Asteroid&amp;rsquo;s VR needs a triplanar shader for its asteroids so we&amp;rsquo;re going to make one. Specifically we&amp;rsquo;re going to look at how to handle the projection onto a mesh without using UV&amp;rsquo;s.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/KCKN44-dMOY/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>Lets Make a Low Poly Planet Shader - World of Zero Arcade - Part 3</title><link>https://worldofzero.com/videos/lets-make-a-low-poly-planet-shader-world-of-zero-arcade-part-3/</link><pubDate>Tue, 28 Feb 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/lets-make-a-low-poly-planet-shader-world-of-zero-arcade-part-3/</guid><description>Let&amp;rsquo;s align our planet shader a bit more with the style of our game. We&amp;rsquo;re aiming for a low poly style, the fairly common style of indie game devs lately.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/i5zwDoYXH5c/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>Getting Started with a Geometry Shader - Lets Make a Low Poly Shader - Part 1</title><link>https://worldofzero.com/videos/getting-started-with-a-geometry-shader-lets-make-a-low-poly-shader-part-1/</link><pubDate>Thu, 16 Feb 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/getting-started-with-a-geometry-shader-lets-make-a-low-poly-shader-part-1/</guid><description>There are two ways to accomplish a low poly, flat style in 3D graphics. The first is to modify the smoothing on the mesh so that normal&amp;rsquo;s aren&amp;rsquo;t smoothed out.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/HY6qFbmbij8/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>Custom Lighting and Planet Shadows - Lets Make an Asteroid Belt- Part 3</title><link>https://worldofzero.com/videos/custom-lighting-and-planet-shadows-lets-make-an-asteroid-belt-part-3/</link><pubDate>Thu, 02 Feb 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/custom-lighting-and-planet-shadows-lets-make-an-asteroid-belt-part-3/</guid><description>Time to dig into some custom lighting in Unity&amp;rsquo;s Surface Shaders. We&amp;rsquo;re going to be looking at how to cast shadows onto our planet ring shader, a transparent shader which normally would not have shadows.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/gULMIk3zr4o/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>tutorial</category></item><item><title>Disco Planet Ring Shader - Lets Make an Asteroid Belt - Part 1</title><link>https://worldofzero.com/videos/disco-planet-ring-shader-lets-make-an-asteroid-belt-part-1/</link><pubDate>Fri, 20 Jan 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/disco-planet-ring-shader-lets-make-an-asteroid-belt-part-1/</guid><description>Asteroids VR needs an asteroid belt so we&amp;rsquo;re going to make one! In this video we&amp;rsquo;re going to begin work on our basic ring shader which will be used for drawing the planetary ring of asteroids at a long distance.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/vXxiVQ1Yda0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>Vertex Displacement Tessellation - Mesh Displacement - Part 3</title><link>https://worldofzero.com/videos/vertex-displacement-tessellation-mesh-displacement-part-3/</link><pubDate>Wed, 11 Jan 2017 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/vertex-displacement-tessellation-mesh-displacement-part-3/</guid><description>Time to finish off our experiment into mesh displacement. We&amp;rsquo;re going to update our tessellation shader to actually take advantage of the displacement map we developed in the previous video.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/FNT6nHoml3Q/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category></item><item><title>Splat! - Deforming Vertex Shader - Part 2</title><link>https://worldofzero.com/videos/splat-deforming-vertex-shader-part-2/</link><pubDate>Thu, 24 Nov 2016 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/splat-deforming-vertex-shader-part-2/</guid><description>Continuing on from yesterday we&amp;rsquo;re going to be exploring our Squishy Sphere Shader. Specifically, in this video we&amp;rsquo;ll be updating our shader to squish a bit better.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/mPgODeBDyIw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category></item><item><title>Squishy Sphere - Deforming Vertex Shader - Part 1</title><link>https://worldofzero.com/videos/squishy-sphere-deforming-vertex-shader-part-1/</link><pubDate>Wed, 23 Nov 2016 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/squishy-sphere-deforming-vertex-shader-part-1/</guid><description>Today we&amp;rsquo;re going to be working with vertex shaders, specifically we&amp;rsquo;re going to be developing what I&amp;rsquo;m calling Squishy Sphere.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/VZbCYJZNCQw/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category></item><item><title>A Portal To Space - Writing A Transparent Portal Shader in Unity</title><link>https://worldofzero.com/videos/a-portal-to-space-writing-a-transparent-portal-shader-in-unity/</link><pubDate>Wed, 02 Nov 2016 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/a-portal-to-space-writing-a-transparent-portal-shader-in-unity/</guid><description>We&amp;rsquo;re going to extend our portal. Specifically we&amp;rsquo;ll be adding a cool new shader to the portal. The shader is going to have all kinds of fun stuff in it.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/wkIxM4dmPCM/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>tutorial</category></item><item><title>A Perfect Circle - Building a Flat Shader in Unity - Part 3</title><link>https://worldofzero.com/videos/a-perfect-circle-building-a-flat-shader-in-unity-part-3/</link><pubDate>Thu, 20 Oct 2016 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/a-perfect-circle-building-a-flat-shader-in-unity-part-3/</guid><description>Let&amp;rsquo;s return to our flat shader. Today we&amp;rsquo;re going to be developing a perfect circle. At least, as perfect as we can make it.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/Ww1GbfnBH_Q/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>tutorial</category><category>shader</category><category>unity3d</category></item><item><title>Doing The (Sin) Wave - Building a Flat Shader in Unity - Part 4</title><link>https://worldofzero.com/videos/doing-the-sin-wave-building-a-flat-shader-in-unity-part-4/</link><pubDate>Thu, 20 Oct 2016 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/doing-the-sin-wave-building-a-flat-shader-in-unity-part-4/</guid><description>Continuing with the perfect circle we were rendering let&amp;rsquo;s see what happens when we plug in other values! Specifically let&amp;rsquo;s plug in a sin wave and render that.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/ESWJlVvj7Xc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>unity3d</category></item><item><title>Animating Mandelbrot and Julia Sets in Unity - Fractal Shaders</title><link>https://worldofzero.com/videos/animating-mandelbrot-and-julia-sets-in-unity-fractal-shaders/</link><pubDate>Fri, 14 Oct 2016 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/animating-mandelbrot-and-julia-sets-in-unity-fractal-shaders/</guid><description>Let&amp;rsquo;s get back to work on our Fractal shaders! Specifically, let&amp;rsquo;s animate them. I&amp;rsquo;ve got an idea to use a subscriber based design so we can publish various &amp;ldquo;changes&amp;rdquo; to our material and dynamically update it.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/njbJZZklyJc/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>csharp</category><category>dotnet</category><category>unity3d</category></item><item><title>Fractal Shaders in Unity - Mandelbrot and Julia Set Surface Shaders</title><link>https://worldofzero.com/videos/fractal-shaders-in-unity-mandelbrot-and-julia-set-surface-shaders/</link><pubDate>Fri, 30 Sep 2016 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/fractal-shaders-in-unity-mandelbrot-and-julia-set-surface-shaders/</guid><description>Starting with a classic XNA pixel shader which can generate both Mandelbrot and Julia fractals lets convert that into a Unity Surface Shader we can use in our Unity projects.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/SVj0LWmQD-E/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category></item><item><title>Simulating Planetary Temperature - An Old Test Project</title><link>https://worldofzero.com/videos/simulating-planetary-temperature-an-old-test-project/</link><pubDate>Thu, 22 Sep 2016 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/simulating-planetary-temperature-an-old-test-project/</guid><description>This is an old concept I made years ago to experiment with heating a planet. I discontinued work on this specific concept shortly after recording this, the design was not a good one, but I think it&amp;rsquo;s still interesting.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/XatMVo5lJxk/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>shader</category><category>demo</category><category>game</category><category>unity3d</category><category>test</category></item><item><title>Exploring a World of Sound - Twinkle - Mid Jam Sample</title><link>https://worldofzero.com/videos/exploring-a-world-of-sound-twinkle-mid-jam-sample/</link><pubDate>Wed, 31 Aug 2016 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/exploring-a-world-of-sound-twinkle-mid-jam-sample/</guid><description>Twinkle is an open world sandbox audiogame based around sound. The game is being developed as a part of the Audiogame Jam which is still in progress.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/jQVKU37Vzk0/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>hackathon</category><category>csharp</category><category>dotnet</category><category>shader</category><category>demo</category></item><item><title>Crafting the Borderlands - Building a Flat Shader In Unity - Part 2</title><link>https://worldofzero.com/videos/crafting-the-borderlands-building-a-flat-shader-in-unity-part-2/</link><pubDate>Tue, 23 Aug 2016 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/crafting-the-borderlands-building-a-flat-shader-in-unity-part-2/</guid><description>Lets pick our flat shader back up. First we need to refactor the code we wrote during Part 1.</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/-7bHSp2SPIk/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category></item><item><title>Mission Start - Building a Flat Shader In Unity - Part 1</title><link>https://worldofzero.com/videos/mission-start-building-a-flat-shader-in-unity-part-1/</link><pubDate>Thu, 18 Aug 2016 00:00:00 +0000</pubDate><author>contact@worldofzero.com (Sam Wronski)</author><atom:modified>Tue, 19 Jan 2021 17:06:36 +0000</atom:modified><guid>https://worldofzero.com/videos/mission-start-building-a-flat-shader-in-unity-part-1/</guid><description>It&amp;rsquo;s been a few months since I&amp;rsquo;ve played with shaders in Unity. Let&amp;rsquo;s relearn how to make them together by building a relatively simple shader in Unity from start to finish!</description><dc:creator>Sam Wronski</dc:creator><media:content url="https://worldofzero.comimage/https://i.ytimg.com/vi/vPfRgBgCDdA/mqdefault.jpg" medium="image"><media:title type="html">featured image</media:title></media:content><category>unity3d</category><category>shader</category><category>tutorial</category></item></channel></rss>