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From Built-in to URP

From Built-in to URP

Unity’s Scriptable Render Pipeline represents a great advance on the way that unity deals with graphics, giving more power to the users to customize the pipeline the way they want....

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Look up! The Cook-Torrance!

Look up! The Cook-Torrance!

Continuing the posts of stuff that I should have posted last year but for some reason didn’t. Here, some (not deep) thoughts on Cook-Torrance and lookup textures.

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I Can Go With The Flow

I Can Go With The Flow

Last year I tweeted this and it reached a quite large audience. I decided then to transform that thread in this post. This is basically a copy and paste with...

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The Line On The Spline

The Line On The Spline

A friend once asked me how he could draw a mesh on a line using Unity, or, in other words, create his custom line renderer. This post is about that....

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Varied Shader Variants

Varied Shader Variants

Let’s assume that you are using the Blinn-Phong shader from this post and at some point in your game you don’t want to use the specular contribution for some reason....

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Let's Cook a Blinn-Phong

Let's Cook a Blinn-Phong

Today I’m going to teach you how to cook a Blinn-Phong. There are days when you want to eat a fancy, tasteful PBR dish, but sometimes you are hungry and...

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Unleash Your GPU Instancing

Unleash Your GPU Instancing

When you are developing a game, no matter what is your target device, you’ll want to save draw calls in order to be able to keep pushing more stuff into...

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Previously Posted

Previously Posted

A few months ago I posted two articles on gamasutra about some techniques and tricks used in Angest for GearVR. Using those helped us to achieve the good graphics and...

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