This trippy shader uses a series of sine waves to create periodic and fluid-like effects, with a speed multiplier to control the flow rate and scale multipliers to control the size of the blending waves. The world position is passed into sine wave functions to determine what colour the fluid effect is on the model… Read more Trippy Skull Shader in Unity
Shader Inktober study with Tonal Art Maps (TAMs): animated pen and ink hatching effect The outline effect is achieved with two shader passes: The first pass translates the object’s vertices outwards along their normals, Front culling is used so only the inner faces of the outline are shown. In the second pass, the actual object with the… Read more Hatching Shader in Unity
Key Things to optimise the amount of memory used up by shader variables. the amount of textures the shader is using. Efficiency: try to produce the same effect with reduced amount of code or data. Avoid using Unity’s internal shaders and Surface Shaders: they are designed to cover a broad number of general cases, vertex & fragment shaders can be… Read more Shader Optimisation Tips & Dealing with Platform Fragmentation
How does it work? each object is rendered in a pass for each light that affects it. each object might be rendered multiple times depending upon how many lights are within range. lit objects are rendered in a separate passes. if it is possible to manage light counts in your game: Forward Rendering can be a very… Read more Forward Rendering in Unity & checking render order with Frame Debugger
What are the differences between bump maps, displacement maps, height maps and normal maps and when to use them? They are different ways used to add detail to a model. It is important to understand their strengths and weaknesses, in order to choose the right type of map that best fits the needs of the… Read more Tech Art Tips & Tricks: All About Displacement, Height, Normal & Bump Maps
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