Browsing articles tagged with " shadow"
Feb
15
2012

Raycast Visibility 2.2

This is just a updated version of the: fake realtime raycast shadows (its not really shadows though..) Features in v2.0 Mesh is pre-build In update loop we just modify the existing vertices (no need to triangulate, create uv’s, etc in every frame) 50000 raycasts starts […]

Jan
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, […]

Jan
4
2012

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

Testing another way of doing realtime 2D shadows, by casting rays from the player position, then create “light” polygon to the area where we can see. More info later, need to test few things (using setpixels & shader? or using different shader for better light […]

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
26
2011

WIP: Yet Another Fake Shadow v1.0

Testing shader that casts fake shadows (in unity free version), it takes account your light position/direction. Mostly taken from this: http://www.unifycommunity.com/wiki/index.php?title=Shadow_Volumes_in_Alpha < that works in pro only.. So far can get some shadow or light projected, but getting some artifacts around the caster object and […]

Aug
21
2011

mVertexShadows 1.0 (fake)

Testing (fake) vertex shadows (while waiting for unity pro..maybe someday?) In the webplayer the light is directional, not pointlight. So it looks like the  shadow is not casted from the light direction. (only direction of the light is taken, not position) But you could use […]

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