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Showing posts with the label Cg
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 4 - updating to next beta and the Dissolve shader via turning Cg/HLSL code into node-based graph)

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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...

A bit about Shaders, and why I 'roll my own' shaders for mobile device AR (Hint: performance, flexibility and AR VFX)

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Well, I'm not quite working on my AR engine yet. I got sick over the weekend and I'm still feeling it - especially in my throat. But I'm about at my limit of sitting in bed watching anime and eating buckets of chicken soup. So I thought I'd take a sanity break and write about something I love - shaders.  It's going to be a long post, but even so, it doesn't even begin to cover shaders as they deserve to be covered, nor about shaders in AR. But it's a start. So let's see if folks have any interest. I've had a fascination with them even before they existed. What? Yes, it is possible. You see before shaders were shaders, they were simply part of the graphics engine - and I've been fascinated with graphics rendering for a very long time. I think anyone who cares about visuals, where it be Art or UI or a Formula 1 car, is fascinated with the mechanisms involved in creating that visual. In fact, I suspect there may be "gearheads" hidde...