This post will explore 2D SDFs in Unity. We’ll learn what SDFs are and see one way to draw them in Unity. What are SDFs? SDFs (or signed distance functions) are functions that describe
In this article, we’ll continue to improve the workflow of the previous article, in which we created a process for converting Shader Graphs to a custom lighting function. The last article ended
This article will demonstrate how to support custom lighting functions when using URP and Shader Graph. We’ll start by exploring how Shader Graph works. Then, we’ll build a tool to
In this article, we’ll complete the trifecta and port our Pixelate image filter to HDRP. If you haven’t yet, I recommend reading the first post first to understand the full
This article will use the pixelate image filter from the previous post but in URP, the Universal Render Pipeline. We’ll set up a ScriptableRendererFeature and ScriptableRenderPass to run the
In this article, we explore post-processing by writing a pixelate filter using a compute shader. How does post-processing work? At its core, Post-processing, aka image processing or image filters,
In this article, I explore mesh deformation using a custom vertex shader. Andy Saia’s GDC talk on mobile effects inspired this post. If you’re interested, I linked that talk at the end of
I wanted to use the GPU-based mesh voxelizer we previously wrote to implement an automatic skinning algorithm. We’ll use a heat diffusion algorithm to radiate heat through the voxels to tie
In this article, we’ll fill the inside voxels of our voxelized mesh. Doing this will complete our GPU-based mesh voxelizer. To do this, we’ll implement the Möller-Trumbore algorithm for
In this article, we continue developing our GPU-based mesh voxelizer. The previous posts in the series are available here: part1, part2, and part3. Previously our model had to be