Tag Archives: Unity3D

Multiblend shader with Snow

Below are few screenshots of a shader I am working on.

It blends two sets of texture maps (Diffuse, Normal, Specular) based on vertex alpha and diffuse alpha channel. And applies snow color, normal map & specular for pixels facing upwards.




Pong in Unity3D

After writing about Pong (first and simplest computer game) long time ago, I have finally made it in Unity3D.
And learned quite a bit in the process.

Click here to play.


Houdini Engine in Unity3D

Most basic use of copy SOP in Houdini and environment map shader in Unity3D.
Houdini Engine allows super-fast iteration of assets as well as procedural-ism to its best.

Copy SOP at Dawn

Testing Shaders Demo

After few web searches & reading blogs, I have realized that my free wordpress.com account is no good for hosting Unity3D files & displaying in the blog posts.

That’s unfortunate.

However, as plan B, I am going to store Unity web deployment on Dropbox (as public link) and refer to it from the blog.
Not elegant but functional for now.

Click here to test Shaders Demo.

Content is very rough at the moment but below are basic controls.
Left mouse = Orbit, Middle mouse = Pan & Right mouse = Zoom in/out
Left/Right arrow keys = Scroll up and down current row of shaders

Game Engine as a service with in-built App store

All three major 3rd party game engine companies have made announcements at GDC2014.
Unity 5 is announced, with many new features and improvements.


Crytek also entered in subscription based model with lowest price so far. 9.99 USD/EURO.

However, in my opinion the biggest news came from Epic.
Unreal Engine 4 provides only subscription based model. 19 USD per month (+5% royalty on profits).
But the subscription includes complete engine as well as full C++ source code.
And it introduces some form of App store model for developers to make and share/sell stuff. (a la Unity3D)

Scene setup – Day 1

Started to setup Unity scene by adding rows of shaders categorized by techniques.

For now, I plan to keep each technique isolated and not mix with another ones.
However, it won’t be strictly true as lighting models will be applicable to other techniques (i.e. Texture blending, Vertex animations etc…)