Last time we looked at Global Illumination. This time let's look at Shadows. There's
Last time we looked at the Physically Based lighting function in the Standard Shader.
Following up from part II, this time we're going to build on the knowledge
Following up from part I, you should have downloaded the zip file with the
Unity is a very flexible tool for exploring shader development. The hassle compared with,
So you'd love to go to SIGGRAPH, but it's way too expensive/far/don't
So, today I'm doing a talk at UnityWTB, about custom shader lighting systems for
You're a 3d artist, or a programmer, and you have heard much about shaders.