shader
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The Most Complicated Nothing Shader - Unity 3D Grab Pass
· ☕ 1 min read
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.

https://i.ytimg.com/vi/NeZcAYJdkv4/mqdefault.jpg
Sending Array's To Shaders - Lets Make an Energy Shield - Part 1
· ☕ 1 min read
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.

https://i.ytimg.com/vi/rGt9haUx-aQ/mqdefault.jpg
Lets Make a Dissolving Shader
· ☕ 1 min read
A mage blasts a rock with a magic missile, the magic engulfs the stone in flame and slowly tears it apart.

https://i.ytimg.com/vi/vlYGmVC_Qzg/mqdefault.jpg
Lets Make a Hologram Shader
· ☕ 1 min read
Lets make a hologram shader that can be used to draw any object as if it was a projection in some science fiction scene.

https://i.ytimg.com/vi/sb51BFBdz_M/mqdefault.jpg
Spherifying Our Vertex Shader
· ☕ 1 min read
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.

https://i.ytimg.com/vi/VzhxginBhdc/mqdefault.jpg
Transformation Matrices and Vertex Shaders
· ☕ 1 min read
3D Rotational Matrices? What do they do? How do you use them? And more importantly what cool stuff can we make with them?

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Lets Make a Hypno-Disc Shader - WebGL in Shadertoy
· ☕ 1 min read
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!

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Shadertoy: Hypnodisc
· ☕ 1 min read
A Shadertoy shader creating a classic hypnotic disc effect.

https://i.ytimg.com/vi/btOs50kk9IA/mqdefault.jpg
Lets Make a Blended Material Shader - Voxel Terrain - Part 12
· ☕ 2 min read
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.

https://i.ytimg.com/vi/b2AlyCNbYmY/mqdefault.jpg
Point Cloud Grass - Lets Make a Grass Renderer
· ☕ 3 min read
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.

https://i.ytimg.com/vi/0H1FVOphmIo/mqdefault.jpg
Lets Make a Grass Renderer
· ☕ 1 min read
Lets look into how to add grass to terrain. We’re going to combine instanced rendering and raycasting to dynamically place grass on the terrain.

https://i.ytimg.com/vi/AK8oV4BzrW4/mqdefault.jpg
Lets Make a Contour Map Shader
· ☕ 1 min read
Let’s make a contour map shader by layering a number of planes and creating a simple shader to draw “slices” from a heightmap.

https://i.ytimg.com/vi/b4utgRuIekk/mqdefault.jpg
The Magic Revealing Flashlight Shader
· ☕ 1 min read
Let’s make a revealing shader that is normally blank and full transparent, but when you shine a light on it becomes revealed.

https://i.ytimg.com/vi/KCKN44-dMOY/mqdefault.jpg
Creating a Triplanar Shader - Asteroids VR
· ☕ 1 min read
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.