

My modeling experience
Now I know I rely on programmer art a lot on this blog. The reason for this is, I haven't had a version of Maya on my home computer for years because I couldn't afford to buy it, and I no longer have access to my college to use the student edition. But the truth is, there were actually a couple of years where I thought I was going to become a modeler, and I made it through a bunch of classes all the way into the highest level modeling class there was until I decided, while I

Shader experimentation: Cut-out billboard particles with depth
This is something that has been bothering me for a while. The majority of billboard particles in games have completely flat intersections with floors and walls. A number of solutions have been designed to deal with this; soft particles, or particle collisions to keep them from intersecting walls or floors. It's been on my mind for a while, what if there was a way to have billboard particles write custom values to the z-buffer, so that they can appear to be 3D even when inters

Learning to use Unity's new Shader Graph: Dissolve Shader
I decided to get to know Unity's new shader graph system. It's a lot like Unreal Engine 4's, although it's a bit messier and a bit buggier, but that's to be expected since it's still in a sort of beta. And of course Unity lets you fall back on written shaders and custom shading models if the shader graph can't get the job you need done, something Unreal Engine 4 doesn't support unless you rewrite the source code for the engine. I wanted to see if I could create a dissolve sha