Tag: diffuse
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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. 📦
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Surface shaders in Unity3D
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Part 1, Part 2, Part 3, Part 4, Part 5 This is the second part of a series of posts on Unity3D shaders, and it will focus on surface shaders. As previously mentioned, shaders are special programs written in a language called Cg / HLSL which is executed by GPUs. They are used to draw triangles of your 3D…