"Raytraced primitives in unity3d (part 2): lit sphere"

Posted on 2016-03-25 in shaders • Tagged with unity3d, shaders, raytracing

So. Here's what I got at the moment:

lit sphere with several lights

It is the next iteration of shader from before. Here's the mesh geometry of this object:

lit sphere with several lights and wireframe

So, good news:

I got lighting. Attenuation isn't suported (yet), but it interacts with unity's point and directional lights, reads their colors, and also grabs ambient …


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"Raytraced primitives in unity3d: sphere"

Posted on 2016-03-24 in shaders • Tagged with unity3d, shaders, raytracing

Alright, quick question. How many triangles are in this sphere?: Sphere

The answer is 12.

Sphere

The sphere is a raytraced primitive, which is actually a box (boundaries of the box are indicated by green wireframe). That's why it has 12 triangles.

Unity 3d shader system, despite having numerous flaws, allows easy …


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"Brief comparison of unity3d and unreal engine"

Posted on 2016-03-21 in gamedev • Tagged with unity3d, unreal4

This is a brief comparison of Unity3d and unreal game engines I posted in the past on unity forums. I kept losing the link to it, so I decided to repost it here.

Goes like this (bits and pieces, in no particular order). Please note that I haven't worked with …


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