Author Archives: alastaira

Adding Shadows to a Unity Vertex/Fragment Shader in 7 Easy Steps

This was a question asked on the Unity Forums recently, so I thought I’d just write up the answer here. Unity provides its own unique brand of “surface shaders”, which make dealing with lighting and shadows relatively simple. But there … Continue reading

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Using the Stencil Buffer in Unity Free

News concerning the recent release of Unity 4.6 was largely dominated by its new UI system. However, closer inspection of the 4.6 release notes reveals some other interesting changes and improvements, including the announcement that “Stencil buffer is now available … Continue reading

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Optical / Spatial / Dimensional Trickery in Games

I’m currently considering a game design that makes use of various optical and logical tricks to fool the player as to how objects in the game are spatially-related – and thought I’d start by doing a bit of a review … Continue reading

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Previewing FBX Animations in Quicktime Player

I’ve been building up a library of FBX animations from a combination of MoCap stuff I’ve found around the internet and my own lovingly hand-crafted (though rather stilted – I’m not a natural animator!) clips. I now have a folder … Continue reading

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Spacescape

Everyone likes a good space game, right? Then you’ll need some way of creating spacey backdrops. You could go for an 8bit parallax pixel starfield, or, at the other extreme, you might use authentic NASA imagery of the night sky. … Continue reading

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Grabbing and Converting Adobe Streaming Video Fragments

I was recently interviewed by Mustard TV for a feature on the Norwich Sound & Vision festival, in which I’ve been involved. The feature was broadcast on Freeview cable TV but I can’t pick up the channel where I live, … Continue reading

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Underwater Effects

There’s lots of resources that describe techniques for realistic rendering of water surfaces. Unity comes supplied with several standard water assets, and there are some excellent descriptions of more advanced water effects at scrawkblog to generate spectacular ocean surfaces such … Continue reading

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