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…Oct 20, 202310Oct 20, 202310
Ben GolusDistinctive Derivative DifferencesPesky Problems with Procedural UVsApr 13, 2021Apr 13, 2021
Ben GolusRendering a Sphere on a QuadMaking the Sphere Impostor Feel More CompetentJan 10, 20216Jan 10, 20216
Ben GolusThe Quest for Very Wide OutlinesAn Exploration of GPU Silhouette RenderingJul 18, 20209Jul 18, 20209
Ben GolusProgressing in CirclesExploring shader based circular progress bars for Unity gamesMay 28, 20202May 28, 20202
Ben GolusGenerating Perfect Normal Maps for Unity (and Other Programs)And how to tell what’s wrong with your content pipeline.Feb 3, 20204Feb 3, 20204
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…Aug 10, 20196Aug 10, 20196
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…Jul 11, 20181Jul 11, 20181
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…Sep 17, 20177Sep 17, 20177
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…Aug 12, 201715Aug 12, 201715