Radiator Blog
Video game design and culture notes by Robert Yang
Showing posts with label
shaders
.
Show all posts
Showing posts with label
shaders
.
Show all posts
Thursday, February 14, 2019
Thick skin: complexion, realism, and labor in games
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In Dublin, I visited the Lucian Freud Project at IMMA . If you're not familiar with painters (who is these days?) Lucian Freud is...
Monday, March 6, 2017
The melancholy of screen space in "Universal History of Light" by Stephen Lavelle
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WARNING: This post somewhat "spoils" the 2014 game Universal History of Light. Stephen "increpare" Lavelle's &q...
Monday, November 9, 2015
"Rinse and Repeat" technical post-partum / how to do over-complicated wet skin shower shader effects in Unity
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This is a technical overview of how I built certain parts of Rinse and Repeat . It spoils the game, so you should probably play it first ...
Tuesday, April 8, 2014
"Get Better Soon" dev diary #3, skin and light iterations
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This is a development diary series for "Get Better Soon", a commissioned game I'm making for Different Games 2014. If you w...
Tuesday, September 10, 2013
Hacking blend transition masks into the Unity terrain shader.
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It is a truth, universally acknowledged, that grass rarely fades linearly into dirt. Grass is often quite clumpy. I wasn't satisfied w...
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