The Best Darn Grid Shader (Yet)For as long as I’ve been writing shaders, there’s been one specific shader I’ve always tried to write…Oct 20, 2023A response icon11Oct 20, 2023A response icon11
Rendering a Sphere on a QuadMaking the Sphere Impostor Feel More CompetentJan 10, 2021A response icon6Jan 10, 2021A response icon6
The Quest for Very Wide OutlinesAn Exploration of GPU Silhouette RenderingJul 18, 2020A response icon11Jul 18, 2020A response icon11
Progressing in CirclesExploring shader based circular progress bars for Unity gamesMay 28, 2020A response icon2May 28, 2020A response icon2
Generating Perfect Normal Maps for Unity (and Other Programs)And how to tell what’s wrong with your content pipeline.Feb 3, 2020A response icon4Feb 3, 2020A response icon4
Sharper Mipmapping using Shader Based SupersamplingMipmapping is ubiquitous in real time rendering, but has limitations. This article is going to go into what mipmapping is, how it’s used…Aug 10, 2019A response icon7Aug 10, 2019A response icon7
The Team Color ProblemTeam 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…Jul 11, 2018A response icon1Jul 11, 2018A response icon1
Normal Mapping for a Triplanar ShaderTriplanar mapping is a great solution for dealing with texturing on complex geometry that is difficult or impossible to use traditional UVs…Sep 17, 2017A response icon8Sep 17, 2017A response icon8
Anti-aliased Alpha Test: The Esoteric Alpha To CoverageAliasing 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…Aug 12, 2017A response icon15Aug 12, 2017A response icon15