This tutorial explains how to create a custom inspector for your shaders and materials in Unity 5.
- Step 1. The Setup
- Step 2. Finding Properties
- Step 3. Toggles
- Step 4. Conditions
This is a tutorial for Unity 5: Unity 4 used MaterialEditor (legacy documentation here) to customise a material’s inspector. That is now deprecated; you should use the new ShaderGUI (documentation here) instead.
This post shows how to use arrays and shaders in Unity 5.4. Back in January I already covered this topic in an article called Arrays & shaders: Heatmaps in Unity. My original approach exposed an undocumented feature that allowed to pass arrays to shaders. Since then, Unity 5.4 has introduced proper support in its API. This tutorial replaces the previous article. If you have read the previous tutorial, you do not need any changes to your shader code and you can skip to Step 2.
Tiny Bubbles | Stu Denman | website
Of the reasons why there are so many platform games out there, is because making them has been pretty much standardised. There are hundreds of tutorials on how to clone Super Mario; but there’s no tutorial on how to create a game like Tiny Bubbles. Developer Stu Denman has crafted his own bubble simulation, giving life to something truly unique. Pressure, surface tension and even curved reflections: all those features that you would expect are perfectly captured in Tiny Bubbles. Stu has been very open about the development of the game; if you’re interested in knowing more about the techniques used to create bubbles, you can check here, here and here.