You can read the full series here:

- Part 1.
**GPU Sorting** - Part 2.
**GPU Sorting**

You can find a link to download the **Unity source code** at the end of this tutorial.

There are 55 posts filed in **programming** ( this is page **1** of **11**).

You can read the full series here:

- Part 1.
**GPU Sorting** - Part 2.
**GPU Sorting**

You can find a link to download the **Unity source code** at the end of this tutorial.

This article introduces the concept of **parallel sorting**, discussing the theory and implementation of a shader that can sort pixels.

You can read the full series here:

- Part 1.
**GPU Sorting** - Part 2.
**GPU Sorting**

You can find a link to download the **Unity source code** at the end of this tutorial.

In the previous part of this tutorial, Improving the Rainbow – Part 1, we have seen different techniques to reproduce the colours of the rainbow procedurally. Solving this problem efficiently will allow us to simulate physically based reflections with a much higher fidelity.

The purpose of this post is to introduce a novel approach that yields better results than any of the previous solutions, without using any branching.

You can find the complete series here:

- Part 1. The Nature of Light
- Part 2. Improving the Rainbow (Part 1)
- Part 3. Improving the Rainbow (Part 2)
- Part 4. Understanding Diffraction Grating
- Part 5. The Mathematics of Diffraction Grating
- Part 6. CD-ROM Shader: Diffraction Grating (Part 1)
- Part 7. CD-ROM Shader: Diffraction Grating (Part 2)
- Part 8. Iridescence on Mobile
- Part 9. The Mathematics of Thin-Film Interference
- Part 10. Car Paint Shader: Thin-Film Interference

A link to **download** the **Unity project** used in this series is also provided at the end of the page.

Following the *un*expected success of the tutorial on Inverse Kinematics for Tentacles, I have decided to share the shader that I used to make them so realistic.

If you are not familiar with shaders, fear not. This tutorial will be target at beginners, and you’ll only need a basic understanding of how Unity works.

- Introduction
- Part 1. Creating a new Shader
- Part 2. Refitting the Shader
- Part 3. Normal Extrusion
- Part 4. Sucker Waves
- Part 5. Selective Extrusion
- Conclusion & Download

A link to download the full Unity package for this tutorial is provided at the end.

This post continues our journey in the depth of Inverse Kinematics. In this tutorial you will learn how to apply this powerful technique to create realistic tentacles.

The other post in this series can be found here:

- Part 1. An Introduction to Procedural Animations
- Part 2. The Mathematics of Forward Kinematics
- Part 3. Implementing Forward Kinematics
- Part 4. An Introduction to Gradient Descent
- Part 5. Inverse Kinematics for Robotic Arms
- Part 6.
**Inverse Kinematics for Tentacles** - Part 7. Inverse Kinematics for Spider Legs

At the end of this post you can find a link to download all the assets and scenes necessary to replicate this tutorial.