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Access Reflection Probe Data For Custom Shaders

The Unity shader documentation regarding reflection probes is pretty minimal and not at all comprehensive.
This short tutorial is intended to bring reflection probe functionalities to the forefront your future shader writing endevors which is a fancy way of saying "Look at this cool stuff and go and use it somewhere" 😏
Here we will try just the bare minimum of making a shader that reflects the cubemap data from reflection probe and displays it on the object.

These reflection probes are basically objects that store a complete image of the environment surrounding it into a cubemap which then can be read by shaders to create various effects.
More information on how reflection probes work in Unity can be found here :
Using Reflection Probes In Unity

I am not going over how to set up Reflection Probes here only how to access them inside our custom shaders.
So this is what we will be making:
The reflection probe takes in the cubemap only if it is within it's range otherwise i…
Recent posts

Shader Optimization Part 1

The process of shader optimization can seem like trial and error... in fact, that's how it is most of the time.
Most of the time shader optimizations could be boiled down to educated guesses because each time a shader gets compiled, the GPU driver of that specific hardware is what converts your code into actual machine code, therefore, the machine code generated will be different for each GPU and the driver itself might perform some optimizations on top of your's which won't be available on another GPU, thereby making it difficult to have a standard way of writing optimal shader code.

So the best way to know for sure is to actually test it on the hardware you are targeting.
With that said, Here are some universal best ways of getting your shader to perform better.😅 Do Calculations On Vertex Shader The most commonly used case for this is lighting, an example would be Gouraud lighting, where lighting calculations are done per vertex but at the loss of quality.

Some calculatio…

Productivity Upgrade - Unity Asset Store [ September, 2018 ]

Productivity Boost - Assets That Help Make A Better Game In Less Time *Note: These assets are not arranged in any way, no comparison is done. They are just really cool assets that will help make your entire workflow more streamlined as well as deliver output faster.😁.
Well a new month has arrived and it's time to see more of those cool assets on the Unity asset store.
8.Camera Transitions 7.Dialogue System For Unity
6.Tutorial Master 2
5.Eliot - AI Framework
4.CAT Game Builder
3.Rucksack - Multiplayer Inventory System
2.SS2d : Sprites Generator & High Performance RTS System
1.Lean Touch+
Don't forget to share these wonderful assets with your colleagues and friends.
Check out more such Unity Asset Store Gems : HERE
Support Bitshift Programmer by leaving a like on Bitshift Programmer Facebook Page and be updated as soon as there is a new blog post.
If you have any questions that you might have about shaders, C# or Unity development in general don't be shy and leave a me…

Visual Upgrade - Unity Asset Store [ September, 2018 ]

Visual Overhaul - Assets That Turn Mediocre Into Drool Worthy *Note: These assets are not arranged in any way, no comparison is done. They are just really cool assets that will help make your game look at least a bit better. 😁
8. Bat Particles
7.GPU Instancing Animation
6.Colored Pencils
5.Graphics Adapter Pro
4.Sleek Render: Mobile Post Processing
3.1000+ Effects pack
2.COLR - Coloring Redefined
1.AllSky

Check out more such Unity Asset Store Gems : HERE
Don't forget to share these wonderful assets with your colleagues and friends.
Support Bitshift Programmer by leaving a like on Bitshift Programmer Facebook Page and be updated as soon as there is a new blog post.
If you have any questions that you might have about shaders, C# or Unity development in general don't be shy and leave a message on my facebook page or down in the comments.

Fortnite Procedural Construction Animation Shader

Fortnite Construction Shader This shader is loosely based on the one that was presented by the Fortnite developers in their GDC talk: Inner Working Of Fortnite's Shader-Based Procedural Animations.

 Here is what we will end up with:
This technique requires you to author the 3D model in a certain way, More or less how those Fortnite developers did.
So we need the authored 3D model and the shader that uses data we get from the model to achieve the desired effect.

There are some nuances here and there so make sure you don't miss out on the details.😗
The first step will be preparing the 3D model and putting in the required data. I used Blender 2.79 but any 3D modeling software would do.
3D Model PreparationModel It
Apply Vertex Colors: For the direction of flight
Each color is a component of a vector (x, y, z). This will be considered as local space.
Values range from -1.0 to +1.0 for each component.
Negative values are achieved by using values of less than 0.5 and positive values wi…

Advanced Billboard Shader + World-Space UI Support

Advanced Billboard Shader + World-Space UI SupportAs you know billboarding is basically a plane with a texture on it that always facing the camera.These are some examples of what we are going for. This tutorial is going to be pretty straight-forward and easy to follow along you will learn how to make a billboard shader that not only keeps looking at the camera but also keeps its relative scaling intact.We will also provide an option to keep it rendered on top of all the other objects in the scene. This will be most useful for world-space UI that needs to be rendered on top of other geometry.We will be making 2 shaders here,Modified Default Unlit shader :- This one is a general shader ( easy to modify furthur ).Modified Default UI shader :- This one supports whatever a UI shader supports along with our billboarding capabilities. So let's get started with making the first one. As usual create a new Unlit shader and dive into the properties we need.Properties { _MainTex ("Texture…

Get Started With Compute Shaders

Getting Started With Compute Shaders The shader that's a 'Jack of all trades'. Of course, it's the Compute Shader.
These beauties allow your general purpose parallelized code to run on the GPU.
These can be used to do some pretty cool stuff that would be pretty difficult to do otherwise even with multi-threaded CPU code.
When bringing up Compute shaders in the context of video games, It's mostly used in physics simulations and freaky looking particle effects and to a lower extent as a core part of some post-processing effects and render pipeline optimizations such as various culling operations like occlusion culling.

The most important thing about compute shaders is that it allows for more efficient communication from CPU to GPU side and vice-versa. That basically means you can send arbitrary data to the GPU, let it do some work and then read it's output and then do whatever you want with it.
You can now see that how different compute shaders are when compared …