Posts

Showing posts from March, 2018
My posts tend to be 'off the cuff' - meaning I'm just writing out in 'one go' about stuff I'm currently thinking about. Not really a lot of pre-planning (in most cases, save for tutorials). Though I do go back and add bits, correct grammar errors, and put in links, pictures, etc. So apologies if you were expecting highly formalized PR or Marketing spiel. ;) (Yes, I know. You weren't!)

Getting started with Unity's new Shader Graph Node-based Shader Creator/Editor (tutorial 5 - Exploring Fresnel/Color Rim and Update on Vertex Displacement Attempts)

Image
Introduction (to the Tutorial Series): I will be writing about my own experiences using Unity's new beta Shader Graph, part of its upcoming 2018 release (also in beta).  The Shader Graph lets you create a variety of Unity shaders using nodes - not requiring you to write code. I will be writing about this journey over multiple posts, usually spaced about a week apart. Each post will be a short tutorial on how to use various node types to create different shader effects. And will include brief discussions on types of shaders and their uses, and later, how the Shader Graph compares with code-based shaders. I will try not to get overly technical, but will try to give you an idea of the complexity involved in shaders, from lighting to vertex and fragment manipulation. Given the nature of beta software, expect the Shader Graph (and later tutorials) to vary from earlier ones that you can now find online. Even within my tutorials there will be changes if/when the beta evolves - incl...

Getting started with Unity's new Shader Graph Node-based Shader Creator/Editor (tutorial 4 - updating to next beta and the Dissolve shader via turning Cg/HLSL code into node-based graph)

Image
Introduction (to the Tutorial Series): I will be writing about my own experiences using Unity's new beta Shader Graph, part of its upcoming 2018 release (also in beta).  The Shader Graph lets you create a variety of Unity shaders using nodes - not requiring you to write code. I will be writing about this journey over multiple posts, usually spaced about a week apart. Each post will be a short tutorial on how to use various node types to create different shader effects. And will include brief discussions on types of shaders and their uses, and later, how the Shader Graph compares with code-based shaders. I will try not to get overly technical, but will try to give you an idea of the complexity involved in shaders, from lighting to vertex and fragment manipulation. Given the nature of beta software, expect the Shader Graph (and later tutorials) to vary from earlier ones that you can now find online. Even within my tutorials there will be changes if/when the beta evolves - incl...

Getting started with Unity's new Shader Graph Node-based Shader Creator/Editor (tutorial 3 - Normal maps, Faux-Water Effect, Animation with Time and Noise)

Image
Introduction (to the Tutorial Series): I will be writing about my own experiences using Unity's new beta Shader Graph, part of its upcoming 2018 release (also in beta).  The Shader Graph lets you create a variety of Unity shaders using nodes - not requiring you to write code. I will be writing about this journey over multiple posts, usually spaced about a week apart. Each post will be a short tutorial on how to use various node types to create different shader effects. And will include brief discussions on types of shaders and their uses, and later, how the Shader Graph compares with code-based shaders. I will try not to get overly technical, but will try to give you an idea of the complexity involved in shaders, from lighting to vertex and fragment manipulation. Given the nature of beta software, expect the Shader Graph (and later tutorials) to vary from earlier ones that you can now find online. Even within my tutorials there will be changes if/when the beta evolves - incl...