A change for blogging

I havn’t been authoring any post for years as I had moved to United Kingdom in 2016, which is definitely a big change in my life and I enjoyed so much.

I’m working in Unity now and found that I gain new knowledge EVERYDAY.

To tackle the knowledge wave, I used to keep links or upload pics to my personal fb and share with my fds in game industry. But I found that it’s limiting my content sizes and hard for me to trace the notes.

And for the blog here, the dark theme was too unclear and spaces are too small. So now I changed the theme to see how it goes šŸ˜€


So for now on, I hope to share the knowledge I gained and this blog would also serve as my own note.


I’m currently working on Shader tutorials which are having lots of pictures and simple description so that people who are new to Unity can learn the techniques as well as the software itself.


Learning would never stop!

2 Unity Packages are already up

As mentioned, the Lava Flowing Shader has been released for free on Unity Asset Store!

Link:Ā https://www.assetstore.unity3d.com/en/#!/content/33635

As my knowledge about shader keeps growing slowly, I found that I can blend more than 2 layers of “UV”…..It is because the 2 texcoords limit only limits on input. Your FBX model can only have 2 UV channels but shader can make instances of the 2 UV texcoords and thus let you have more layers of texture blending. I will try to update the package later.


Another package Simple SeeThrough Shader has been released on Unity Asset Store also. Link:Ā https://www.assetstore.unity3d.com/en/#!/content/33924

Continue reading “2 Unity Packages are already up”

Awkward, but a cheaper option instead of hue shift shader


“Color Tint” is an usual setting appeared in shaders, which normally doing the multiply effect to textures. Multiply makes everything darker, you cannot keep a part of texture to remain white, unless the shader lets you to have the alpha channel specifying which area would be affected.


Continue reading “Awkward, but a cheaper option instead of hue shift shader”

“Multiple” particle textures with 1 draw call

The idea cameĀ fromĀ https://www.youtube.com/watch?v=vuLf6yE406cĀ which was sent from my colleagueĀ that using the “texture sheet animation” can let unity particle system uses an atlas as texture. That means a particle system with different “textures” can use 1 material thus 1 draw call.


Continue reading ““Multiple” particle textures with 1 draw call”