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Ben Golus
Ben Golus

849 Followers

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Apr 13, 2021

Distinctive Derivative Differences

Pesky Problems with Procedural UVs — In my article on Sphere Impostors I talked a bit about two different issues that come up when using procedural UVs calculated in the fragment shader. And showed solutions for both. Unfortunately it seems one of those solutions has an Achilles’ heel. This article is about some alternative solutions I…

Shaders

28 min read

Distinctive Derivative Differences
Distinctive Derivative Differences
Shaders

28 min read


Jan 10, 2021

Rendering a Sphere on a Quad

Making the Sphere Impostor Feel More Competent — GPU raytracing is all the rage these days, so lets talk about about it! Today we’re going to raytrace a single sphere. Using a fragment shader. Yeah, I know. Not super fancy. You can do a search on Shadertoy and get hundreds of examples. There are even several great tutorials…

Shaders

36 min read

Rendering a Sphere on a Quad
Rendering a Sphere on a Quad
Shaders

36 min read


Jul 18, 2020

The Quest for Very Wide Outlines

An Exploration of GPU Silhouette Rendering — On almost every project I’ve worked on, at some point someone comes out with a bit of graphic design concept art like this: My usual response is to sigh, and start explaining why we can’t do outlines like that. …

Shaders

29 min read

The Quest for Very Wide Outlines
The Quest for Very Wide Outlines
Shaders

29 min read


May 28, 2020

Progressing in Circles

Exploring shader based circular progress bars for Unity games — Progress bars are a common element in UIs, and for various reasons it’s not uncommon for then to be circles or arcs. I’m going to go over the common ways most people will end up implementing this. And discuss why I did something else. The Usual Suspects Canvas Image This may be the most common…

Unity3d

16 min read

Progressing in Circles
Progressing in Circles
Unity3d

16 min read


Feb 3, 2020

Generating Perfect Normal Maps for Unity (and Other Programs)

And how to tell what’s wrong with your content pipeline. — Last Update: 7/17/20 Lets say you have an awesome high poly model an artist has been working on that you’re looking forward to getting into your game. They’ve been showing off screen grabs of the model in their content tools and it looks fantastic. …

Unity3d

20 min read

Generating Perfect Normal Maps for Unity (and Other Programs)
Generating Perfect Normal Maps for Unity (and Other Programs)
Unity3d

20 min read


Aug 10, 2019

Sharper Mipmapping using Shader Based Supersampling

Mipmapping is ubiquitous in real time rendering, but has limitations. This article is going to go into what mipmapping is, how it’s used, and how it can be made better. Warning: this page has about 72MB of Gifs! Medium also has a tendency to not load them properly, so if…

Programming

30 min read

Sharper Mipmapping using Shader Based Supersampling
Sharper Mipmapping using Shader Based Supersampling
Programming

30 min read


Jul 11, 2018

The Team Color Problem

Team coloring or otherwise modifying the color of part of an object is a common use case for shaders. It’s also a use case that often has a surprisingly subtle issue that is usually either missed or left unsolved. Lets say we have a character model and we want to…

Programming

9 min read

The Team Color Problem
The Team Color Problem
Programming

9 min read


Sep 17, 2017

Normal Mapping for a Triplanar Shader

Triplanar mapping is a great solution for dealing with texturing on complex geometry that is difficult or impossible to use traditional UVs for with out obvious stretching and/or texture seams. It’s also a technique plagued by half hearted and straight up wrong implementations of normal mapping. edit: Note that the…

Programming

30 min read

Normal Mapping for a Triplanar Shader
Normal Mapping for a Triplanar Shader
Programming

30 min read


Aug 12, 2017

Anti-aliased Alpha Test: The Esoteric Alpha To Coverage

Aliasing is the bane of VR. We have several tools we use to try to remove, or at least reduce aliasing in real time graphics today. Tools like super sampling, temporal anti-aliasing (TAA), and multi sample anti-aliasing (MSAA). They all have their pros and cons, but there’s one tool I…

Programming

15 min read

Anti-aliased Alpha Test: The Esoteric Alpha To Coverage
Anti-aliased Alpha Test: The Esoteric Alpha To Coverage
Programming

15 min read

Ben Golus

Ben Golus

849 Followers

Tech Artist & Graphics Programmer lately focused on Unity VR game dev. https://ko-fi.com/bgolus

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