
Animated Worley Noise (Trypophobia Warning)
So this started as an attempt to replicate the Shadergraph "Voronoi" in normal CG shaders, but got a lot more interesting. My main reason for doing this is to make a procedurally generated pattern to match the pattern caused by water caustics, in a cheap way that's not too heavy on the GPU. Voronoi, or "Worley Noise" to be more accurate, seemed like a good way to do it. After looking up a bit, the way Worley Noise works is by dividing a texture up into grids, putting a point


Water Shaders created to help people on the Unity discord
I've spent a lot of time on the Unity help discord, assisting people, to keep my skills up and learn new things. One person wanted help with a water shader for use in VR Chat to use on characters; they had a vertex fragment shader with refraction and a non-working rim light. I was able to fix the rim light, improve the visuals by adding normals scrolling in multiple directions layered onto each other, and make the shader tri-planar to remove the seams. The whole thing took ju


Water shader improvements
I felt like my water shader needed an improvement, so I went to look into tessellation and vertex displacement. With surface shaders, Unity makes those two things very easily. So I got a noise texture and used multiple scrolling noise texture heightmaps to generate the vertex displacement, and a normal map of the noise texture to generate new normals. After doing that and touching up the color, the result was this:

Randomly Generating Terrain: Improvements
Over the past day I made some improvements to my randomly generating terrain tool: New features include: Added Height: raises the entirety of the fractal, good for raising elevation Fit Existing Terrain: Generated fractals that match the terrain around the area you clicked on before applying Edge Fade: Alpha blends the edges of the square (good for creating large fractalized areas without seams! Keep Edges: samples the edges around the brush to match the terrain there before

Randomly Generated Terrain
I took a break from programming for a little bit and to get back into it, I decided what I wanted to do was get started on learning how to create terrain tools using Unity's new system. I had two goals for this: 1. Create procedurally generated terrain, and 2. figure out how to create my own texture painting brush that limits itself based on the slope and height, for things like snow on the top of mountains. The second one took a while, not because the math or algorithm was p