Tag: blinn phong

  • Journey Sand Shader: Specular Reflection

    Journey Sand Shader: Specular Reflection

    This is the fourth part of the online series dedicated to Journey Sand Shader. In this fourth post, we will focus on the specular reflections that make the dunes look like an ocean of sand.

  • Volumetric Rendering: Surface Shading

    Volumetric Rendering: Surface Shading

    This third instalment on Volumetric Rendering will explain how to shade volumes in a realistic fashion. This essential step is what gives three-dimensionality to the flat, unlit shapes that have been generated so far with raymarching. You can find here all the other posts in this series: The full Unity package is available at the end of this article. 📦

  • Physically Based Rendering and lighting models in Unity3D

    Physically Based Rendering and lighting models in Unity3D

    Part 1, Part 2, Part 3, Part 4, Part 5, [download the Unity3D package] Why is it colder at the poles and hotter on the equator? This question, which seems completely unrelated to shaders, is actually fundamental to understand how lighting models work. As explained in the previous part of this tutorial, surface shaders use a mathematical model…