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.
Lets start building a cool energy shield shader that can dynamically react to collisions and more. To begin we’ll be looking at how to pass collision information to our shield by sending an array of positions to our shader.
We are making a top down shooter. That’s cool right? But wait there is more!
This isn’t just any top down shooter, this game isn’t even played on your computer!
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 “sphere” or part of a sphere if we reduce the limit far enough.
Time for something a bit different. In this video we’ll delve into WebGL using a tool called ShaderToy, a great way to learn and experiment with shaders all from inside your web browser!
Lets improve our Voxel Terrain! Specifically, let’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.
Lets say you want to render grass. A LOT of grass. How would you do it? In this video we’re going to try to solve that using a point cloud and a geometry shader.
Asteroid’s VR needs a triplanar shader for its asteroids so we’re going to make one. Specifically we’re going to look at how to handle the projection onto a mesh without using UV’s.
Let’s align our planet shader a bit more with the style of our game. We’re aiming for a low poly style, the fairly common style of indie game devs lately.