Dot Products are a really easy and fun way to compare Vectors in space. When comparing two normalized with a dot product the result will be the cosine of the angle between the two Vectors.
One issue that is often encountered when building first person games is that the really close objects like weapons or hands will clip through nearby walls.
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).
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’ve been working on and compare/contrast the process of building the same shader in both tools that Unity makes available to you.
Welcome back!
Let’s expand our Ripple Shader so it’s a bit easier to control and set the groundwork for some of the upcoming features we’ll want to build for it.
Lets build a basic colored voxel “chunk” from start to finish! We’ll focus on constructing three main components: a Chunk which stores data about the world, A ChunkGenerator which fills the Chunk with initial information (it builds the world) and a MeshGenerator that converts our Chunk into a Mesh you can see.
Continuing to build out our side scrolling shooter. We’re going to be building an effect that is essential to one of the main mechanics I am trying to build for this game.