10
2012
2D Wave Map + Vertex Displacement Shader
This is a new test version of the “2D Water/Fluid fx“. (screenshot looks better than the actualk demo : ) Features: – Vertex displacement shader (using the wave data as displacement map) – UV anim + UV mixing for that water (too bad its not […]
9
2012
Distance Blur Shader for Texture
Testing texture blurring in shader..using camera depth to determinate distance.
7
2012
Win Free Copies of Unity books
Win Free Copies of Unity books Readers would be pleased to know that we have teamed up with Packt Publishing and are organizing a Giveaway for you and six lucky winners stand a chance to win a copy of the best-selling books on Unity. […]
5
2012
Bitmap2Mesh (release v3.0)
Bitmap to 3D Extruded Mesh-script. Related to this forum topic (unity forum link) What it is? It reads bitmap pixel by pixel, checks if pixel alpha value is > 0, then add vertice there (but skip adding, if we are going the same direction) (it […]
5
2012
Unity3D Online Error Code Database (wip)
Planning to make somekind of Online Error Code Database for Unity, where you could search by the error #id and get comments / solutions for it.. Still thinking, if should use wiki-platform or something else.. Actually could embed the search into Unity editor..hmm..(?)
3
2012
Multi-UV Mixing (shader)
Testing multi-UV mixing (related forum link). All this shader does, it uses the same material with different sizes.. so it doesnt look so tiled. (but loses detail and actually while testing, simple bumpmap helps to remove tiling quite nicely also..) Screenshot:left side, standard diffuse map […]
31
2012
Sphere Ninja (proto)
This was made in 4-5hrs, just for a quick test.. Lots of room for improvisation.. also it doesnt do any cutting, just hides the original sphere and instantiates 2 slices with same speed/rotation.. You could make it less fake by creating 8 ready slices from […]
30
2012
Fake Splat With Particles
Quick test for wall “splat”.. (faking it with particles..) How it (kind of) works: – On mouse click, instantiate splat mesh prefab, random z-rotation – Prefab has mesh particle emitter ([x] one shot, force+random force to give particles varying speeds) – Destroy object after 10 […]
27
2012
Simple Shadow Casting Algorithm
Converted part of this code into Unity(js) : A Simple Algorithm For Casting Shadows Screenshot info: – Red lines = from camera to vertex – Green lines = from vertex to ground – Blue lines = shadow plane vertices (no plane on this version yet, […]
24
2012
Ray Tracing & Photon Mapping (Unity3D C#)
Converting some ray tracing code from java/processing (original source by Grant Schindler/2007) 1st version works fine already, just missing the user interactions.. (and its quite slow at the moment) Current progress: v1.0 – 512×512 render: time 23.65258s (got it down to 16.54801s, if disable preview […]
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