Ben Golus·Oct 20, 2023The 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…A response icon13A response icon13
Ben Golus·Jan 10, 2021Rendering a Sphere on a QuadMaking the Sphere Impostor Feel More CompetentA response icon6A response icon6
Ben Golus·Jul 18, 2020The Quest for Very Wide OutlinesAn Exploration of GPU Silhouette RenderingA response icon13A response icon13
Ben Golus·May 28, 2020Progressing in CirclesExploring shader based circular progress bars for Unity gamesA response icon3A response icon3
Ben Golus·Feb 3, 2020Generating Perfect Normal Maps for Unity (and Other Programs)And how to tell what’s wrong with your content pipeline.A response icon3A response icon3
Ben Golus·Aug 10, 2019Sharper 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…A response icon8A response icon8
Ben Golus·Jul 11, 2018The 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…A response icon1A response icon1
Ben Golus·Sep 17, 2017Normal 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…A response icon8A response icon8
Ben Golus·Aug 12, 2017Anti-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…A response icon15A response icon15