Monthly Archives: December 2013
Glass Shader
I’ve seen a lot of posts recently from folks trying to create shaders that recreate the appearance of glass. I guess the reason is that glass is a pretty common material, but modelling its appearance is surprisingly complex – requiring … Continue reading
Keeping Track of Targets in a Trigger
Unity provides the OnTriggerEnter() and OnTriggerExit() events that fire whenever a collider enters or exits the designated trigger, and also an OnTriggerStay() that fires in every frame in which the collider is within the trigger. However, it doesn’t provide a … Continue reading
Custom Unity Terrain Material / Shaders
I love Unity – it’s one of those environments that’s actually a pleasure to program in, but its terrain system seems somewhat lacking behind its other features, requiring quite a lot of hacks and workarounds to get desired appearance and … Continue reading
Sepia Shader
I found this techrepublic page, which gives a conversion algorithm from a standard RGB image to a Sepia image tone as follows: You can obviously tweak these values if you like – there is no exact formula (Sepia itself being … Continue reading