Finally my tutorial on a paper burn shader. Building on many tutorials before, I’ll walk through how to get a realistic looking paper burn just from a shader.
This is the first in a collection of posts about paper shaders in Unity. This will cover five (really four) ways to deform a plane and make it look more like paper.
A handful of posts and a handful of visitors. This is my income and progress report for 2019. I was a net-negative, but am happy with the progress, and looking forward to a great 2020.
How to create custom shader graph nodes for the Unity shader graph package. We’ll explore both how to include HLSL code within a shader graph, and creating custom sub-nodes purely within the graph. This is useful for both reusing graphs, and creating advanced functionality within a graph.
In the beginning of my shader series, I said that I’d stay in more in code than in graph tools. Well, today I’m ignoring that. Specifically, I’ll be going over how to work in the Unity Shader Graph. I knew eventually I’d have to start jumping into graph tools, but it has happened sooner than […]
This is somewhat of a question and a statement. I’ll give some suggestions throughout as to why you should have a game dev side hustle. But I also need to ask you the question: why should you have one? At the end of the day, I can’t answer that for you. I mean, I’ll make […]
Do you ever say to yourself “I wish math was sneakily hidden in more places around me”? Obviously you do. Well, today I’m going to cover how hiding math inside a texture can boost your shader capabilities. For context, an example of this would be using a normal map in a shader in Unity. If […]
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