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 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...
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...
Custom character controller for platformers (part 2)
After around 25 hours total on this project, this is the state of the 3D platformer prototype. The biggest work has been on the character...
Custom Character Controller for Platformers (work in progress) - Part 1
If you're going to make a professional game, you're going to need to know how to program a character controller. Unity's built in one is...