My personal archive of shader knowledge, resources, blog-style posts, and niche concepts. I grant you good power the same I do with bad power, so anything desclaimed as "Don't do this by the way lol" is my official warning.
I love optimization, I constantly study graphics and mathematics, and I hope to get you going on your next whimsical project.
I come across a lot of interesting things that people wouldn't easily come across, or things that make your life easier.
Either it doesn't need a whole write-up paper on the matter, or I'm too lazy to make a document for it quite yet, you'll find whatever is "miscellaneous" or up and coming here.
Roughly three years worth of work trying to derive screenspace normals from just the depth buffer. Had to stop working on it to job search.
Don't expect any beginner friendly stuff in here. These are the math structures I deem worthy of actually writing down (meaning it took me much more than a week to conceptualize.) I see no point in keeping my notes as private, especially when I might be helping someone down the line!
I've rebuild the UnityCustomRenderTexture.cginc file from scratch. I've written a bit about how I came up with the shader code, and the comparisons between the original.
Although there isn't a section on this one (yet), I spent roughly a week reinterpreting and fixing the easings.net functions to work well in graphics.
Oh cool! I got you covered in a different project as well!
Go check out Amplify-Magic