In the past two episodes weβve 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.
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.
Lets refactor the destruction system we built in a recent live stream. This lets us destroy βAsteroidsβ (read: cubes) in Asteroids VR by subdividing them until a minimum size is reached.
With the Scriptable Render Pipeline in Unity 2019 a new post-processing concept has been introduced. This allows you to define Volumes which apply a set of effects across the scene or to a particular portion of the screen.
Iβve been experimenting with creating custom Inspectors and Editor Windows in Unity lately and one of the features Iβve found is the GenericMenu class.
Unityβs Gizmos can be a really powerful way to debug your objects and relationships. In this video weβre going to be focusing on drawing a graph, a set of nodes and edges with unique characteristics.
Iβve been trying to replace the old World of Zero website for a while now. A beta of the new version is finally in a working state and Iβd love for you all to check it out!
Matrices are an extremely powerful tool when working with vectors. Theyβre the magic that makes a lot of the code in our shaders work, but they also work in a lot of handy other places.
Lets explore this new health tracking component weβve built by introducing the Unity Test Runner to our project. The Unity Test Runner allows you to add a variety of NUnit tests to your project that allow you to create Edit and Play mode tests.