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Tri-Planar Terrain Shader

How The Tri-Planar Terrain Shader Looks Like Apart from the manually drawn tile footpath the cliff walls and grass has been generated through a tri-planar shader. How The Tri-Planar Terrain Shader Works The shader that we make will work with the existing terrain system and no need for any custom scripts.
The first two textures provided in the terrain settings will be used to texture the terrain :
*Notes:-
First Texture Index:- Texture that appears on cliff sides.Second Texture Index:- Texture that appears on flat surfaces.Any subsequent textures can be used to draw on top of this as usual.Drawing with either first or second texture slot acts as a eraser removing subsequent textures Terrain Shader Tutorial The shader we will make will be working on top the existing terrain shader that Unity provides us.  So that will require accessing the Unity shader repository for your specific version of Unity.
The version of Unity I used to create the shader is version 2017.4.
Most likely there won&…

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…

Introduction To Regular Expressions [ Regex ]

What Is A Regular ExpressionRegular expression or regex for short is a sequence of characters that defines a search pattern.
Let me simplify this for you.
Imagine you're writing a huge assignment or a report then you realize you misspelled a word and apparently the word was used a couple of hundred times throughout your document, now any sane person living in the 21st century would :
find and replace->”misspelled word”->”correct word”.

Have you ever wondered how the computer checks for the word?
How the words are magically found and replaced?
It just searches the entire document for “word-to-be-searched” and replace the string with the new one.
Imagine this scenario, you are asked to redact phone numbers from a letter, now you don’t know any of the numbers personally, and since the letter contains plenty of numbers that are not just phone numbers and those should not be redacted what would you do then? This is where Regular Expressions come in to play, a regular expression is bas…

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…

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...…