- the tutorial explains how to create a Stylized Water Shader using Unity from start to finish
- show how to calculate water depth, apply underwater color, waves, foam shading, and more to create the effect
- presents the results of the different effects and how to tweak them for the desired results
- the short paper presents an extension to the Adobe Standard Material model that allows specific reflectance at 90 degrees and the ability to control the interpolation exponent
- discusses reflectance models limitations, evolutions, and proposed solutions
- the article aims to provide an understanding of Spherical Harmonics without requiring advanced mathematics
- develops the intuition from 2D cases before expanding into an extra dimension
- additionally discusses why 3rd order Spherical harmonics are commonly used in computer graphics
- the video tutorial shows how to create a text shader using signed distance fields and how to develop data for use with the effect
- compares the result against a classical texture approach
- implementation is shown using Unity and Unreal visual scripting
- the article discusses the author’s experience of writing “Mastering Graphics Programming with Vulkan”
- explains the approach taken to concept development, lessons learned along the way and a look at what could be improved
- the article discusses matrix and vector representation
- shows the distinction between logical row vs. vector and the memory order
- explains the effects of different layouts for multiplication order
- additionally lists the pros/cons of different combinations
Thanks to Jasper Bekkers for support of this series.
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