Posts
All the articles I've posted.
A Height Map Isn't Displacement, It's Parallax
A beginner's explainer clipped after hearing tessellation come up in an interview and going to look up what it was. Pairing tessellation with displacement is exactly what Microsoft's docs do. But the field that looks like that pairing in Unity, the Standard Shader's Height Map, isn't displacement — the docs call it parallax mapping.
The Page Says 2023, and What You Get Is the 2020 LTS Edition
A landing page clipped while studying optimization, after it occurred to me that using high-quality models might make the game unplayable on a low-spec PC. The page is dated October 19, 2023, but the cover of the PDF behind Read now says '2020 LTS edition'. I picked four sections to see where that gap shows in the body.
What Decides the Matrix for a Normal Isn't the Inverse, It's Where the Vector Sits
Lecture notes on vertex processing, clipped while studying shaders by applying them. I checked three of its rules against the specs — the matrix a normal gets multiplied by, the cross-product order for the three camera axes, and what to change going from right-handed to left-handed. On the normal, the inverse isn't the wrong answer; what's missing is which side the vector sits on.
The Three Steps the Video Teaches Are the Three Reasons This Asset Was Replaced
A 2022 video, clipped while using the Unity-chan model as the example to put a toon shader on and looking for how to do it. Open the repository now and it says the package is provided without any maintenance or release plan, and the successor package's docs list three reasons for the replacement — install method, pipeline, license. Those three line up with the video's chapter numbers.