Monthly Archives: July 2013

Shader Q&A

Last week, Mike asked me a bunch of really well worded and well thought out questions on my “Writing Your First Shader” post Answering these questions seemed like a great topic for this week’s post. 1. As I was

Posted in Unity3D, Unity3D Performance

Managing 3rd Party Plugins Without Compromising Game Design

Something that was new to me when I started Unity development was the vast quantity of third party plugins. In the years I spent developing games with custom in-house engines, third party code did exist, but it generally existed in

Posted in Unity3D, Unity3D Performance

Writing Shaders 3 : Surface Shaders

Last time, I covered how to write a simple vertex lit shader influenced by a single light source. Adding support for more lights with the standard CG shader code can be extremely tedious, and this is where Unity provides a

Posted in Unity3D