4D Perlin and Worley noise fractals
I've been working on this for the last few days. I don't consider any of the code I wrote here to be particularly impressive; it's all...
A few noise related things I completed but didn't get around to making a post on (until now)
The first one's a simple animated cloud, made using tessellation and a simple vertex offset along the normal. It uses a 4D Perlin noise...
Animated Worley Noise (Trypophobia Warning)
So this started as an attempt to replicate the Shadergraph "Voronoi" in normal CG shaders, but got a lot more interesting. My main reason...
Water Shaders created to help people on the Unity discord
I've spent a lot of time on the Unity help discord, assisting people, to keep my skills up and learn new things. One person wanted help...
Water shader improvements
I felt like my water shader needed an improvement, so I went to look into tessellation and vertex displacement. With surface shaders,...
Randomly Generating Terrain: Improvements
Over the past day I made some improvements to my randomly generating terrain tool: New features include: Added Height: raises the...
Randomly Generated Terrain
I took a break from programming for a little bit and to get back into it, I decided what I wanted to do was get started on learning how...
My modeling experience
Now I know I rely on programmer art a lot on this blog. The reason for this is, I haven't had a version of Maya on my home computer for...
Shader experimentation: Cut-out billboard particles with depth
This is something that has been bothering me for a while. The majority of billboard particles in games have completely flat intersections...
Learning to use Unity's new Shader Graph: Dissolve Shader
I decided to get to know Unity's new shader graph system. It's a lot like Unreal Engine 4's, although it's a bit messier and a bit...