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Ben Golus
Ben Golus

1.1K followers

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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, 2023
11
The Best Darn Grid Shader (Yet)
The Best Darn Grid Shader (Yet)
Oct 20, 2023
11

Distinctive Derivative Differences

Pesky Problems with Procedural UVs

Apr 13, 2021
Distinctive Derivative Differences
Distinctive Derivative Differences
Apr 13, 2021

Rendering a Sphere on a Quad

Making the Sphere Impostor Feel More Competent

Jan 10, 2021
6
Rendering a Sphere on a Quad
Rendering a Sphere on a Quad
Jan 10, 2021
6

The Quest for Very Wide Outlines

An Exploration of GPU Silhouette Rendering

Jul 18, 2020
10
The Quest for Very Wide Outlines
The Quest for Very Wide Outlines
Jul 18, 2020
10

Progressing in Circles

Exploring shader based circular progress bars for Unity games

May 28, 2020
2
Progressing in Circles
Progressing in Circles
May 28, 2020
2

Generating Perfect Normal Maps for Unity (and Other Programs)

And how to tell what’s wrong with your content pipeline.

Feb 3, 2020
4
Generating Perfect Normal Maps for Unity (and Other Programs)
Generating Perfect Normal Maps for Unity (and Other Programs)
Feb 3, 2020
4

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…

Aug 10, 2019
7
Sharper Mipmapping using Shader Based Supersampling
Sharper Mipmapping using Shader Based Supersampling
Aug 10, 2019
7

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…

Jul 11, 2018
1
The Team Color Problem
The Team Color Problem
Jul 11, 2018
1

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…

Sep 17, 2017
8
Normal Mapping for a Triplanar Shader
Normal Mapping for a Triplanar Shader
Sep 17, 2017
8

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…

Aug 12, 2017
15
Anti-aliased Alpha Test: The Esoteric Alpha To Coverage
Anti-aliased Alpha Test: The Esoteric Alpha To Coverage
Aug 12, 2017
15
Ben Golus

Ben Golus

1.1K followers

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

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