I've recently picked up Unity and I'm messing around in 2D, so I might be missing something basic. I've been trying to apply a material with a custom shader to sprites, and whenever I apply it, it turns the sprite invisible. The custom shader code comes from here: https://github.com/bricevdm/FogSprites/blob/master/Assets/Sprites-DiffuseWithFog.shader, and here is what it looks like: Shader "Sprites/Diffuse with Fog" { Properties { [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}...| Recent Questions - Game Development Stack Exchange
Is it beneficial to use Generate Mipmaps for a texture used in a skybox shader? I need to use tex2Dlod to fix the edge seams issue, and I want to use the highest LOD I can reach in order to get the| Game Development Stack Exchange
Modern GPU’s feature sophisticated instruction sets for executing shaders. However this blog details how difficult and unintuiative it can be to have the shader compiler leverage the optimum …| Martin Fuller's Graphics Ramblings
We are near the end of 2024 and I wanted to write up a long post about the current state of the rendering in Wicked Engine. If you are interested in graphics programming, then strap yourself in for a long read through some coarse brain dump, without going in too deep to any of the […]| Wicked Engine
Wicked Engine used Visual Studio to compile all its shaders for a long time, but that changed around a year ago (in 2021) when custom shader compiling tools were implemented. This blog highlights the benefits of this and may provide some new ideas if you are developing graphics programs or tools. Previously First, the old […]| Wicked Engine
A slippy map (sometimes also referred to as tiled web map, tile map, or simply interactive map) is a web-based map that can be zoomed in and out seamlessly. The most popular slippy map you might be familiar with is Google Maps, alongside many others like that. This tutorial will show you how to create […] The post Slippy Maps with Unity appeared first on Alan Zucconi.| Alan Zucconi
Seam carving is a technique that can be used to resize images, which is also known as liquid rescaling. Compared to the traditional resizing tool, it does not “stretch” the image, but it selectively removes the pixels which contain the least amount of information. As a result, it allows to shrink images preserving most of […] The post Seam Carving appeared first on Alan Zucconi.| Alan Zucconi
This post completes the journey started in The Mathematics of Thin-Film Interference, by explaining how to turn the equations previously presented into actual shader code. You can find the complete series here: Part 1. The Nature of Light Part 2. Improving the Rainbow (Part 1) Part 3. Improving the Rainbow (Part 2) Part 4. Understanding Diffraction […] The post Car Paint Shader: Thin-Film Interference appeared first on Alan Zucconi.| Alan Zucconi
This tutorial will teach you how to recreate a very popular effect in games: topographical maps. This is a two-part series, which will cover all the necessary aspects—from the Maths to the shader code—to make this possible: In this second part, we will focus on the edge detection algorithm that will be used to draw […] The post Topographical Maps in Unity: Edge Detection appeared first on Alan Zucconi.| Alan Zucconi
This tutorial will teach you how to recreate a very popular effect in games: topographical maps. This is a two-part series, which will cover all the necessary aspects—from the Maths to the shader code—to make this possible: Part 1. Topographical Maps: Terrain Shading Part 2. Topographical Maps: Edge Detection A link to download the full […] The post Topographical Maps in Unity: Terrain Shading appeared first on Alan Zucconi.| Alan Zucconi
This is a visual and quite hypnotic experience, exhibited at Livestream Public in Brooklyn. The event, Qualia, was organized by Jesse Harding in the class Performative Sculpture at Parsons School of Design. This installation was created in collaboration with Lama Shehadeh. My role in this project was to design and code the generative visuals (GLSL), as […]| 22.8miles
GPU Reshape brings powerful features typical of CPU tooling to the GPU, providing validation of dynamic behaviour. Read on for all of the details.| AMD GPUOpen
Best wishes to all fellow Delphi developers and the team behind Delphi! Let’s have some fun with FireMonkey! The little video above is a recording of a small (3D) FireMonkey app. You can test…| grijjy blog
Design, photography and code by Hang Do Thi Duc.| 22-8miles.com