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Unity C# Tutorials.

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Catlike Coding

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What about we render only some parts of our surfaces, for a change?
This is the eleventh part of a tutorial series about rendering. Previously, we made our shader capable of rendering complex materials. But these materials have always been fully opaque. Now we'll add support for transparency.
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Catlike Coding

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We should really make more complex materials. And support multi-material editing too.
This is the tenth part of a tutorial series about rendering. Last time, we used multiple textures to create complex materials. We'll add some more complexity this time, and also support multi-material editing.
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Catlike Coding

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Once we no longer limit ourselves to uniform properties, complex materials emerge!
This is the ninth part of a tutorial series about rendering. Last time, we added support for environmental maps. In this part we'll combine multiple textures to create complex materials. But before we get to that, we need a better GUI for our shader.
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Catlike Coding

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Self-reflection is important, also for Unity objects.
This is the seventh part of a tutorial series about rendering. We added support for shadows in the previous part. This part introduces indirect reflections.
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Catlike Coding

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If there's a light, there should also be shadows.
This is the seventh part of a tutorial series about rendering. The previous part covered normal mapping. Now we'll take a look at shadows.
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Catlike Coding

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Wouldn't it be nice to be able to save all those beautiful maps that you made? Well, now you can!
This is the 12th part of a tutorial series about hexagon maps. By now we can create reasonably interesting maps. It's time to save them.
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Catlike Coding

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It's time for more terrain features! Wall towers, and bridges, and huge things!
This is part eleven of a tutorial series about hexagon maps. It adds wall towers, bridges, and special features to our terrain.
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Catlike Coding

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You can now keep your territory safe, with a wall!
This tutorial is the tenth part of a series about hexagon maps. This time, we'll add walls in between cells.
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+Vivian Stephanie Sorry, my tutorial can't help you with that.
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Catlike Coding

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The buildings and trees are at war, while the farmland is caught in the middle!
This tutorial is the ninth part of a series about hexagon maps. This installment is about adding details to the terrain. Features like buildings and trees.
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Catlike Coding

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We've had rivers for a while. Now we also have water bodies.
This tutorial is the eighth part of a series about hexagon maps. We have already added support for rivers. Now we're going to completely submerge cells.
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