Tag: how-to

Shader Series 4 – Colors As Math

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 […]

Shader Series 3 – Shaders In Unity

There are quite a few paths to head down when creating shaders in Unity.  There is support for several types of code based shaders, and as of 2018.1 you can use the shader graph.  Today’s blog will cover the basic setup for those methods. This will provide a framework to better equip you to utilize […]

Shader Series 2 – Basic Shaders

Welcome to part two of my shader series.  This post will be a collection of basic shaders samples, each intending to show you a simple concept.  These can be used as-is within Unity, or modified slightly for other platforms and engines. At the end of this article, there’s a live Unity version of all the […]

Shader Series 1 – High Level Concepts

Shader Series 1 High Level Concepts

This is the first in a series I’m creating to walk people from “heard of shaders” to “writing complex shaders from scratch”.  This one covers shader basics and high level concepts. Future articles will focus on more specific shader implementations, using shaders in tools like Unity, or advanced shader concepts. Edit: This was the first […]

Jump To Frame in 2D Unity

Jumping to a specific frame in a 2D animation is not supported by Unity out of the box. I’m not saying it should be as it’s only needed in a very specific situation. I however, am in that situation a lot, so I figured others might be too.

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