My Unity shader book is OUT NOW! It's a 700 page chonk covering all render pipelines, HLSL shader code, Shader Graph, maths, textures, depth, transparency, lighting and shadows, post processing, compute, tessellation, and so much more! Check it out with the links below! β¬
Just one more day or so to get Toon Shaders Pro for Unity for FREE with coupon code DANIELILETT, and the rest of my stuff all on 50% sale! https://t.co/VHfHSd5Gg5
(make sure you actually apply the coupon code to get it for free though!!!)
I'm so happy to say I'm Unity's Publisher of the Week! You can get a copy of Toon Shaders Pro for free with a coupon code, and the rest of my assets are 50% off. https://t.co/UMQ5jdWnYZ
Retro Shaders Pro is currently on a flash sale for 70% off for just one day! Just in time for the latest update, which adds support for normal mapping and Unity 6.4 compatibility. https://t.co/GQnyctp1vr
Physically Based Rendering lets you describe the physical properties of an object, such as its metallicness, and let the underlying lighting model use those descriptions to calculate how lights should appear. Part 7 of my shader tutorial series will come out in the coming days!
Physically Based Rendering lets you describe the physical properties of an object, such as its metallicness, and let the underlying lighting model use those descriptions to calculate how lights should appear. Part 7 of my shader tutorial series will come out in the coming days!
I've also released a new updated version, Blur Shaders 2 for URP, which supports masking the effect based on Unity layers, plus a Light Streaks effect which uses a luminance threshold. This will continue to be supported: https://t.co/lEAZLwvjaX
Recently I decided to retire one of my old asset packs and make it free, so I wrote about how I made a two-pass Gaussian blur with sparse kernel support for the asset: https://t.co/oCi9pj7pxF
I released this asset pack under the MIT license over on GitHub: https://t.co/YHQXp6HvTv
That said, it's still on the Asset Store too for free - I'm just not planning to continue support beyond Unity 6.3: https://t.co/0q87l9P4Eu
The next part shouldn't take as long, and it'll be all about Physically Based Rendering. Lighting is such a gargantuan topic so maybe I'll also squeeze in a couple of installments about baked lighting and non-photorealistic lighting like toon shading after that.
This only took five months to make, but my tutorial about lighting in Unity shader code just dropped! Learn all about realtime directional and point lights, diffuse, specular, ambient, and Fresnel lights, shadow mapping, and more! https://t.co/p1ze9DQEpM
I've finally finished the next installment of the Unity shader code series! It's all about lighting: realtime main and additional lights, shadow casting, and normal mapping. It'll go live on Monday!
Learn all about vertex and tessellation shaders and create a wave shader in this latest installment of my Unity shader code series! With tessellation, you can increase the number of vertices on the fly, making vertex displacement effects look nicer! https://t.co/CUn4XMJ8A5
You can get all of my asset packs for an absolute steal - just $25 - for the next few days over on the Asset Store! It's got holograms, PSX shaders, layer-masked post processing effects, toon cel-shading, and much more! https://t.co/YSxfDXKUZ0
You can get all of my asset packs for an absolute steal - just $25 - for the next few days over on the Asset Store! It's got holograms, PSX shaders, layer-masked post processing effects, toon cel-shading, and much more! https://t.co/YSxfDXKUZ0
And lastly, Shader Toolbox is a collection of handy shaders with full PBR map support (where applicable) and a library of shader subgraphs you can use in your own effects! Plus, a _CameraTransparentTexture so you can see transparent objects in some of your effects.