Category Archives: Unity
Penner’s Work I’ve been working on cobbling together Eric Penner‘s Pre-Integrated Skin Shading to Unity3D for a while. I’ve been adjusting it a little to fit in with Unity3D and generally tweak it to my liking. It’s probably strayed a … Continue reading
Swirly smoke trails I had a need to create some swirly-ish smoke that lingered for a project and I figured I’d stick the script up here. It’s a little more advanced than this early video, but it should give you … Continue reading
DICE Presentation I’ve worked up a translucency shader for Unity3D based on DICE’s “Approximating Translucency for a Fast, Cheap and Convincing Subsurface Scattering Look” presentation. In Action The Code Bear in mind, until I can figure out how to get … Continue reading
I’ve updated the original post with x64 and x86 links, so you can now use the plugin with x64 versions of xNormal. Yay!
Download for xNormal 3.19.2 Download for xNormal 3.18.10 Download for xNormal 3.18.9 Download for xNormal 3.18.8 Download for xNormal 3.18.3 Download for xNormal 3.18.1 What’s it do? It ensures that the mesh tangent/binormals used to bake the normal map exactly … Continue reading
I’ve worked up some shaders for Unity’s Terrain system that allows for tri-planar texturing. Adds normal/spec/gloss, too. Get it here! Example Here’s a shot of it in action with a procedurally generated terrain by Derek Traver.
Dynamic Ambient Lighting I’ve been working on getting dynamic ambient lighting working within Unity. Based off Valve’s 6-colour pre-baked ambient lighting (detailed here, pg 5, ch 8.4.1), but it grabs the 6 colours dynamically. There’s probably lots more you could … Continue reading
Just a note that I’ve put up a couple of Unity Surface Shaders onto the Unify Community Wiki. Team Fortress 2 This replicates the toon ramp shader that Valve’s Team Fortress 2 uses. With a toon ramp and rim lighting. … Continue reading
This is a tutorial on getting bones that are part of an animated skeleton to be controlled by Unity’s physics system rather than animation, i.e. ragdoll or jiggle bones. It took me a while to figure out the specifics of … Continue reading
It’s a few weeks on and I’ve gotten most of my planned game mechanics in and working (in some state or another) now. What remains is mostly polish (tighten controls, lots of particles and sounds) then onto building an interface … Continue reading