

1 Week of C++ practice: Escape time fractal renderer
Features: Multithreading Runs drawing code off the main thread. Drawing code is split into a number of threads (the constant is currently...


Shaders made when working at Unity
I did a few advanced shaders when I was working at Unity during some of my free time in order to test Shadergraph's functionality. Most...


4D Perlin and Worley noise fractals
I've been working on this for the last few days. I don't consider any of the code I wrote here to be particularly impressive; it's all...


A few noise related things I completed but didn't get around to making a post on (until now)
The first one's a simple animated cloud, made using tessellation and a simple vertex offset along the normal. It uses a 4D Perlin noise...


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...


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...


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,...


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...


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...


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...
















