Tag: blinn phong
-
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
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. 📦