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
Friday, February 15, 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...
Tuesday, March 7, 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 ...
Tuesday, November 10, 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 ...
Wednesday, April 9, 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...
Wednesday, September 11, 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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