Browsing articles tagged with " realtime"
Aug
6
2013

Fake Realtime Shadows With Surface Shader (v2.0)

New realtime dynamic super version of the “Fake Realtime Shadows With Surface Shader“! Webplayer: http://unitycoder.com/upload/demos/FakeShadowShaderUnity/ — Image#2: Purpose was to make 2D shadow casting..but resolution is not good enough.. — Image#3: Or actually DX11 (#pragma target 5.0) gives extra ‘power’:

Aug
14
2012

Shadow Volumes with Unity Indie

Thanks to this comment, I founded out that you can use GL in unity indie. That means, shadow volumes script from unitycommunity works on free unity also! (on 4.0, those commands should work on the free version anyways..) Download Source: ShadowVolumesExample.unityPackage

Mar
24
2012

The Return Of The Fake Vertex Shadow

Yay..more realtime fake shadows, using similar technique like this old fake vertex shadows test Features: – VertexLit shader with texture – Linecast each vertex towards light, if we can reach light, then lets shine, otherwise stay dark.. – In the webplayer, 15 vertices are scanned […]

Mar
15
2012

Fake Realtime Shadows With Surface Shader

Yes! After several hours of shader errors, finally got this working, fake realtime shadows using shader (2D) Its using obstacle map texture (see image#2), so thats the 1st downside of it, but still better than nothing.. More info later.. Ideas to try: – Blur the […]

Jan
2
2012

Fake 2D Realtime Shadows Shader (for unity free version)

Testing 2D realtime shadows (shader based), works with unity free version. More tests later.. (in that screenshot, there is 1 spotlight and objects which cast shadow behind them) Current version kind of works with spheres..need to adjust shader for other shapes. Webplayer: (added 14.01.2012) http://unitycoder.com/upload/demos/mShadowShaderFake1/ […]

Aug
24
2011

mBoatWaves v1.0 (fake)

Testing realtime boat waves..very much a “fake system”, but its a concept demo : ) Should be possible to: – Boat to react on waves – Have multiple boats (additive waves) Source is now available, I’ll give up on this for now..its quite bugged and […]

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