The Great Transmutator project files released

That’s right folks. I have finally released all source files for my The Great Transmutator contest entry and it is all absolutely free for both personal and commercial use! I mean, it is redistributed under Beer License meaning that you are obliged to buy me a beer if you will ever get a chance to do so.

Here is a short list of things you could potentially learn from it (it is all Unity3d stuff):

  • How to create custom Shuriken modules
  • How to grab some data from particle system and use it to displace mesh of another object
  • How to use Custom Data module in your shader
  • How to create point and mesh particle attractors
  • How to straighten a banana while maintaining its curvature
  • And much, much more!

You can grab the whole project here. You will need Unity 5.6.0f3 or later in order to launch it. I added some comments here and there so I hope the learning process won’t be terrible. Just bare in mind that this was all made for a contest so make sure that you properly profile it and optimise before using in actual application 🙂 If you have any questions just put a comment down below.

Snail Racer 2000 and few words on WebGL

A while back Marta Maksymiec and I made a small game for LowrezJam 2017 on itch.io. It is a two player racing game in which you collect coins to win the race. You can play it online or download a PC build here.

As you can probably imagine, the goal of the jam was to make a lowrez game – it had to be made in 64x64px resolution. 

We made it on Unity3d and decided to deploy on PC and WebGL. WebGL seemed to be a perfect Flash replacement but actually I had tons of unexpected issues with it. If you are ever going to use WebGL do some tests first! It has some serious limitations such as very low amounts of sounds which can be played at any moment (I think maximum is six), resolution is an issue (I couldn’t set it to 64x64px for some odd reason) and getting performance right is very tricky. Documentation is sparse and you won’t find a lot of resources about it on the Internet. My fellow programmer told me that amongst all platforms he worked on, WebGL is the most labor extensive. And I believe him as he even made applications for intelligent pencils.

Unity3D Particle Shaders – The simplest shader

In this series I will teach you how to write shaders for particle effects. This will be very VFX-centric so it will be probably much different than most of the tutorials which are covering mesh shading.

First tutorial will show you how to write the simplest particle shader possible. It will allow you to set a texture and use Shuriken’s color modules to change the color or alpha. I am using Unity 5.6 but you can follow even if you have older Unity 5 versions. I will intentionally leave things unexplained as there is a lot of boring things to cover. Instead, in this very first tutorial we will focus on actually making something. You will possibly feel like a blind person looking for a needle but in each tutorial we will unravel more and more secrets of shader writing. Let’s get started!

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