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.
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.
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.
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.
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
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)
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…)