Parallax Mapping with Self Shadowing
This project demonstrates Parallax Occlusion Mapping (POM) with self-shadowing in Unity’s Built-In Render Pipeline using HLSL. It compares three shading models: the Unity Standard Shader, Blinn-Pho...
This project demonstrates Parallax Occlusion Mapping (POM) with self-shadowing in Unity’s Built-In Render Pipeline using HLSL. It compares three shading models: the Unity Standard Shader, Blinn-Pho...
This post outlines several basic lighting models implemented in Unity using HLSL (High-Level Shading Language). Each lighting model is explained with its corresponding mathematical formulation and ...
Inspired by Sebastian Lague’s mesmerising Boids project, I set out to challenge myself by simulating flocking behaviour, such as that of birds or fish. This project features a flexible system that ...
In this project, I implemented the Diamond-Square Algorithm to generate procedural terrains in Unity. The algorithm is a fractal-based technique that creates realistic, randomised heightmaps, perfe...