### Noise Generation Algorithms : Voronoi Part 2

If you haven't gone through Part 1, do so now or perish.😁.
Now we will go over making a more cooler version of what we previously did.
This is what we will end up with:
In this part we will go over the actual 'Noise' part of it.
For that we need a pseudo random number generator, We already made one in a previous tutorial on making White Noise with shaders.
But for this case we need to make 2D noise rather than 1D noise like we did before.
So we will go over our random function:
``````float2 random2(float2 p)
{
return frac(sin(float2(dot(p,float2(117.12,341.7)),dot(p,float2(269.5,123.3))))*43458.5453);
}
``````
If you have gone the previous pseudo-random number generator that was made.. nothing really complicated is happening here.
We are still using the 'frac' function to give us the fractional part of a a number made with the 'dot' function which contains a float2 and some arbitrary numbers as parameters.
Now the fragment shader where all the magic happens:
``````fixed4 frag(v2f i) : SV_Target
{
fixed4 col = fixed4(0,0,0,1);
float2 uv = i.uv;
uv *= 6.0; //Scaling amount (larger number more cells can be seen)
float2 iuv = floor(i.uv); //gets integer values no floating point
float2 fuv = frac(i.uv); // gets only the fractional part
float minDist = 1.0;  // minimun distance
for (int y = -1; y <= 1; y++)
{
for (int x = -1; x <= 1; x++)
{
// Position of neighbour on the grid
float2 neighbour = float2(float(x), float(y));
// Random position from current + neighbour place in the grid
float2 pointv = random2(iuv + neighbour);
// Move the point with time
pointv = 0.5 + 0.5*sin(_Time.z + 6.2236*pointv);//each point moves in a certain way
// Vector between the pixel and the point
float2 diff = neighbour + pointv - fuv;
// Distance to the point
float dist = length(diff);
// Keep the closer distance
minDist = min(minDist, dist);
}
}
// Draw the min distance (distance field)
col.r += minDist * minDist; // squared it to to make edges look sharper
return col;
}
``````
Play around with different values and see what comes up.
The shader source code can be found HERE.
If you like programming shaders make sure you check these out : Shader Tutorials
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### Gift Wrapping Convex Hull Algorithm With Unity Implementation

Convex Hull Algorithm Convex Hull algorithms are one of those algorithms that keep popping up from time to time in seemingly unrelated fields from big data to image processing to collision detection in physics engines, It seems to be all over the place. Why should you care? Cus you can do magic with it and it seems so simple to implement when you first hear about it, but when you start thinking about it, you will realize why it's not such a straightforward thing to do.
Now that I got you interested (hopefully) and now we will see just what a convex hull is.
As you may have noticed a perimeter was made with the same points that was given and these perimeter points enclose the entire set of points.
Now we have to clear up the term 'Convex'.
Convex means no part of the object is caved inwards or that none of the internal angles made by the points exceed 180 degrees.
In this example of a concave shape internal angles go beyond 180 degrees.
What are those red lines for? Well...…

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…

### 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…

### 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
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.
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