Tag: Graphics
All the articles with the tag "Graphics".
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.
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.
What Puts It in the Inspector Isn't Exposed, It's Show In Inspector
Unity's own getting-started doc, clipped while studying shaders. Except the URL says 10.8 and what ships with the current Editor is 17.6. The property options table rotted the most in between — Exposed kept its name and changed its meaning, and Show In Inspector took over exposing the property.