Ben GolusThe 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…25 min read·Oct 20, 2023--9--9
Ben GolusDistinctive Derivative DifferencesPesky Problems with Procedural UVs28 min read·Apr 13, 2021----
Ben GolusRendering a Sphere on a QuadMaking the Sphere Impostor Feel More Competent36 min read·Jan 10, 2021--5--5
Ben GolusThe Quest for Very Wide OutlinesAn Exploration of GPU Silhouette Rendering29 min read·Jul 18, 2020--8--8
Ben GolusProgressing in CirclesExploring shader based circular progress bars for Unity games16 min read·May 28, 2020--2--2
Ben GolusGenerating Perfect Normal Maps for Unity (and Other Programs)And how to tell what’s wrong with your content pipeline.20 min read·Feb 3, 2020--4--4
Ben GolusSharper 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…30 min read·Aug 10, 2019--6--6
Ben GolusThe 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…9 min read·Jul 11, 2018--1--1
Ben GolusNormal 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…30 min read·Sep 17, 2017--7--7
Ben GolusAnti-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…15 min read·Aug 12, 2017--15--15