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Shading Toolbox #5 – Convolution Matrices

Posted on 5. Mai 2018 by Alexander

In this post we will talk about Filter Kernels, or Convolution Matrices. Filtering allows us to post process images and apply effects like Gaussian Blur, Sharpening or Edge Detection. Hello readers! I mentioned a while back that we will talk… Continue Reading →

Graphics Programming Cg, Convolution, Filter, Matrix, Shader
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Shading Toolbox #4 – Reconstructing World Positions in Post Processing

Posted on 24. April 2018 by Alexander

Hello again everyone! Image effects that respond to your game world are amazing! Are we in agreement? Good! To do that however, we often have to reconstruct the world position from pixels on our screen. Since this may or may… Continue Reading →

Graphics Programming, Unity3D effect, mans, no, scan, Shader, sky, sweep, topographic, unity, Unity3D
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The HSV Color Space and you!

Posted on 24. April 2018 by Alexander

When talking about Color Spaces most of us instantly think of the RGB space. Thats nice and all, since RGB is probably the most frequently used color space in programming… errr, don’t take that at face value, I don’t think… Continue Reading →

Graphics Programming, Math
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Shading Toolbox #3 – Unity Depth Buffer and Depth Blur

Posted on 24. April 2018 by Alexander

Today‘s end result will be a very basic Depth Blur, similar to a Depth of Field effect in Unity3D. For this purpose we are going to use the Depth Buffer to figure out how far away a pixel is from… Continue Reading →

Graphics Programming, Unity3D blur, buffer, Depth, post, processing, Shader, unity
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Complex Numbers for Programmers

Posted on 24. April 2018 by Alexander

Okay. Let’s talk about something that any CS grad will know but not necessarily like or remember. Many will hate it and forget about it as soon as they can and most will never work with it in their life.… Continue Reading →

General Programming, Math C#, Complex, example, Numbers, programmer
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Use a Pointer class in C#? The more you know about reference and value types!

Posted on 24. April 2018 by Alexander

Hello again dear readers! This time let’s settle for a post in the category of „good to know“. Today we are going to write a pointer class in C#! „But Alexander, that’s absolutely useless, C# classes are always reference types… Continue Reading →

General Programming C#, pointer, reference, type, value
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Using C/C++ within C#, Part 2! – Writing and using a DLL

Posted on 23. April 2018 by Alexander

Welcome back! Last time we’ve learned the theory about including external libraries and modules into our programs. But the way we did it was very static (no pun intended). Luckily, kernel32.dll can help us out here. Let’s start by loading… Continue Reading →

General Programming
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Using C/C++ within C#, Part 1! – Introduction!

Posted on 23. April 2018 by Alexander

Today we will take a look at using native code (C/C++) within C#. If you really know what you are trying to do and have a good understanding of the theory you can skip most of this post. In this… Continue Reading →

General Programming C, C++, dll, dynamic, library, link, Marshalling
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Shading Toolbox #2 – Sillhouette! or… Eagle Vision!

Posted on 23. April 2018 by Alexander

Long gone is the time where „chams“ or seeing enemies through walls with wall-hacks was considered playing unfair! Nowadays every second game throws that function at you out of the box! Let’s name some. Assassin’s Creed, Batman, Splinter Cell, heck… Continue Reading →

Graphics Programming, Unity3D Chams, eagle vision, Graphics Programming, Shader, Unity3D
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Shading Toolbox #1 – Chromatic Split / Aberration

Posted on 22. April 2018 by Alexander

Welcome to Shading Toolbox! The Shading Toolbox (ST) articles will each highlight a single aspect or technique that you can use when writing Shaders. Those are not neccesarily exclusive to the framework or engine I will work in (which will… Continue Reading →

Graphics Programming, Unity3D Abberation, Chromatic, Graphics Programming, Shader, Unity3D

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  • Shading Toolbox #5 – Convolution Matrices
  • Shading Toolbox #4 – Reconstructing World Positions in Post Processing
  • The HSV Color Space and you!
  • Shading Toolbox #3 – Unity Depth Buffer and Depth Blur
  • Complex Numbers for Programmers

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