Intersecting The Atmosphere

 

You can find all the post in this series here:

You can download the Unity package for this tutorial at the bottom of the page.

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Volumetric Atmospheric Scattering

If you have lived long enough on planet Earth, you might have wondered why the sky is usually blue, yet red at sunset. The optical phenomenon which is (mostly) responsible for that is called Rayleigh scattering. This tutorial will explain how to model atmospheric scattering to reproduce many of the visual effects that planets exhibit. And if you want to render physically accurate visuals for alien planets, this is definitely the tutorial you’ve been looking for.

You can find all the post in this series here:

You can download the Unity package for this tutorial at the bottom of the page.

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CD-ROM Shader: Diffraction Grating – Part 1

This post will guide you through the creation of a shader that reproduces the rainbow reflections that can be seen on CD-ROMs and DVDs. This tutorial is part of a longer series on physically based iridescence.

You can find the complete series here:

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

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Fast Subsurface Scattering in Unity (Part 1)

Most (if not all) optical phenomena that materials exhibit can be replicated by simulating how the individual rays of light propagate and interact. This approach is referred in the scientific literature as ray tracing, and it is often too computationally expensive for any real-time application. Most modern engines rely on massive simplifications that, despite being unable to reproduce photorealism, can produce a believable approximation. This tutorial introduces a fast, cheap and convincing solution that can be used to simulate translucent materials which exhibit subsurface scattering.

This is a two part series:

At the end of this post, you will find a link to download the Unity project.

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Understanding Diffraction Grating

The first post in this series, The Nature of Light, introduced the dual nature of light, exhibiting behaviours which are typical of both waves and particles. In this part, we will see how those two aspects are both necessary for iridescence to arise.

You can find the complete series here:

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

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Improving the Rainbow – Part 2

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:

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

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Improving the Rainbow – Part 1

Our journey to photorealism requires us to understand not only how light works, but also how we perceive colours. How many colours are in the rainbow? And why pink is not one of them? Those are some of the questions that this post will address.

You can find the complete series here:

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

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Tentacle Suckers Shader

Following the unexpected 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.

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Inverse Kinematics for Tentacles

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:

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

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