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.
Reactive Extensions use asynchronous observable streams to control your program. That sounds complicated, and it is, but the possibilities this style of programming unlock are fantastic.
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.
Implementing an image effect is actually fairly straight forward in Unity. All it requires is a simple shader and a script with OnRenderImage specified.
Time for our asteroids to get physical! In this video we’re going to be moving beyond the simple instanced rendering methods we’ve been using previously and start actually creating real physical asteroids when we get close.
Today we’re going to try something a little different! Lets explore building 3D models using the included tools in the Windows 10 Creators Update and see how useful these tools are for our game development needs.
Today we’re going to be designing and implementing an algorithm which can be used to insert data into our quadtree using some sort of conditional logic.
Today we’re going to be making the voxels in our 2d voxel terrain update in real time! This means we’re going to make it so that we can easily insert and delete elements from our tree and also modify things so we’re able to regenerate our mesh when that happens.
Time to dig into some custom lighting in Unity’s Surface Shaders. We’re going to be looking at how to cast shadows onto our planet ring shader, a transparent shader which normally would not have shadows.