Monthly Archives: November 2013

Lighting Models and BRDF Maps

A Bi-directional Reflectance Distribution Function (BRDF) is a mathematical function that describes how light is reflected when it hits a surface. This largely corresponds to a lighting model in Unity-speak (although note that BDRFs are concerned only with reflected light, … Continue reading

Posted in Game Dev | Tagged , , , , | 3 Comments

Procedural Terrain Splatmapping

If you try searching for information on how to assign textures to Unity terrain through code (i.e. derive a “splatmap” of textures based on the terrain heightmap profile itself), you’ll probably end up being sent to this post on the … Continue reading

Posted in Game Dev, Spatial | Tagged , , , | 21 Comments

Importing DEM Terrain Heightmaps for Unity using GDAL

I know that some folks reading my blog are from the spatial/mapping community, and may have been disappointed that my posts of late have been more influenced by game development and Unity than by spatial data and Bing Maps. Well, … Continue reading

Posted in Game Dev, Spatial | Tagged , , , , | 27 Comments

Oooh… Shiny! Fun with Cube-Mapping

Cube mapping is a rendering technique to create shiny surfaces that appear to reflect the environment around them. Note that this differs from specular highlights – bright spots caused by reflected lights in the scene. Instead, cube maps simulate the … Continue reading

Posted in Game Dev | Tagged , , | 2 Comments

Smooth Unity Camera Transitions with Animation Curves

I’m creating a game in which I want to transition between two camera views – a top-down, overhead camera that gives a zoomed-out world view, and an over-the-shoulder style forward-facing camera to give a close-up view. Let’s say for the … Continue reading

Posted in Game Dev | Tagged , , , | 4 Comments

Hand-Drawn Shaders and creating Tonal Art Maps

I recently submitted my first asset to the Unity Asset Store – a set of shaders designed to produce a variety of real-time “hand-drawn” effects. Drawing on a range of influences, including A-Ha, Murasaki Baby, and Okami, the shaders are … Continue reading

Posted in Game Dev | Tagged , | 20 Comments