<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Shader on Max Kruf</title><link>https://maxkruf.com/tag/shader/</link><description>Recent content in Shader on Max Kruf</description><generator>Hugo</generator><language>en</language><lastBuildDate>Wed, 24 Aug 2022 16:12:13 +0000</lastBuildDate><atom:link href="https://maxkruf.com/tag/shader/index.xml" rel="self" type="application/rss+xml"/><item><title>TAO - Show reel</title><link>https://maxkruf.com/tao-show-reel/</link><pubDate>Tue, 22 Jun 2021 16:09:00 +0000</pubDate><guid>https://maxkruf.com/tao-show-reel/</guid><description>&lt;div class="video"&gt;&lt;iframe src="https://www.youtube-nocookie.com/embed/xUg1wdRhySc" title="YouTube video" loading="lazy" allow="encrypted-media; picture-in-picture; fullscreen" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;</description></item><item><title>TAO - Landscape Material</title><link>https://maxkruf.com/tao-landscape-material/</link><pubDate>Wed, 18 Nov 2020 00:15:00 +0000</pubDate><guid>https://maxkruf.com/tao-landscape-material/</guid><description>&lt;p&gt;An interactive landscape material/shader for Unreal Engine 4.&lt;/p&gt;
&lt;div class="video"&gt;&lt;iframe src="https://www.youtube-nocookie.com/embed/feQLNHaRfPI" title="YouTube video" loading="lazy" allow="encrypted-media; picture-in-picture; fullscreen" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;

&lt;h2 id="project-details"&gt;Project Details&lt;/h2&gt;
&lt;p&gt;The shader was initially developed during the prototype phase for the game Til Nord. They needed a shader where the vehicle and other objects interact with the snow on the terrain. During development the shader got build into an generic landscape shader that could be used for all kinds of terrain types. This resulted in project Arid using it as well.&lt;/p&gt;</description></item><item><title>Unity HoloLens UI Shader</title><link>https://maxkruf.com/unity-hololens-ui-shader/</link><pubDate>Mon, 02 Oct 2017 22:47:36 +0000</pubDate><guid>https://maxkruf.com/unity-hololens-ui-shader/</guid><description>&lt;p&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2017/10/MA_MSUI_01.png" alt="" loading="lazy"&gt;&lt;/p&gt;
&lt;p&gt;When building for the Microsoft HoloLens there are a lot of new opportunities, challenges and designs when it comes to building a User Interface. But at the moment the field of view is quite limited and you (or at least I) don&amp;rsquo;t want to &amp;lsquo;cut off&amp;rsquo; to many visuals on my screen. By cutting of visuals the view looks even smaller as you can see the &amp;lsquo;borders&amp;rsquo; of the screen, this creates a narrow feeling. To reduce this I have looked at what Microsoft did for their UI designs.&lt;/p&gt;</description></item><item><title>Shader Sandwich - How to make a (unlit) terrain shader</title><link>https://maxkruf.com/shader-sandwich-how-to-make-a-unlit-terrain-shader/</link><pubDate>Fri, 08 Sep 2017 15:45:52 +0000</pubDate><guid>https://maxkruf.com/shader-sandwich-how-to-make-a-unlit-terrain-shader/</guid><description>&lt;h2 id="intro"&gt;Intro&lt;/h2&gt;
&lt;p&gt;In this tutorial, I’m going to show you how to create a terrain shader in Unity with Shader Sandwich. In this example, we will make an unlit shader, but of course you can make all kind of terrain shaders with this technique. The shader can handle up to 4 textures.&lt;/p&gt;
&lt;div class="video"&gt;&lt;iframe src="https://www.youtube-nocookie.com/embed/7d5lfZEkcEU" title="YouTube video" loading="lazy" allow="encrypted-media; picture-in-picture; fullscreen" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen&gt;&lt;/iframe&gt;&lt;/div&gt;

&lt;h2 id="index"&gt;Index&lt;/h2&gt;
&lt;ol&gt;
&lt;li&gt;[Terrain setup](http://Terrain setup)&lt;/li&gt;
&lt;li&gt;[Shader Sandwich setup](http://Shader Sandwich setup)&lt;/li&gt;
&lt;li&gt;[Adding the first texture](http://Adding the first texture)&lt;/li&gt;
&lt;li&gt;[Adding the second texture](http://Adding the second texture)&lt;/li&gt;
&lt;li&gt;[Adding the control masks](http://Adding the control mask)&lt;/li&gt;
&lt;li&gt;[Finalizing the shader](http://Finalizing the shader)&lt;/li&gt;
&lt;/ol&gt;
&lt;h2 id="terrain-setup"&gt;Terrain setup&lt;/h2&gt;
&lt;p&gt;We start by creating a new empty scene, in the new scene we will create a new terrain. In the terrain options, we will disable &lt;em&gt;Cast Shadows&lt;/em&gt;and set the &lt;em&gt;Material&lt;/em&gt; to &lt;em&gt;Custom&lt;/em&gt;. In the project folder, we will make a new material and assign it to the &lt;em&gt;Custom&lt;/em&gt; slot. We can also disable the &lt;em&gt;Reflection probes&lt;/em&gt; as we are not going to use it. And lastly, we already add one texture to the terrain.&lt;/p&gt;</description></item><item><title>Unity Unlit Terrain Shader</title><link>https://maxkruf.com/unity-unlit-terrain-shader/</link><pubDate>Wed, 23 Aug 2017 20:55:40 +0000</pubDate><guid>https://maxkruf.com/unity-unlit-terrain-shader/</guid><description>&lt;p&gt;A basic unlit terrain shader for unity, it can handle up to 4 different textures.&lt;/p&gt;
&lt;p&gt;The shader is made with Shader Sandwich. And here are some screenshots from a Unity terrain with the unlit shader.&lt;/p&gt;
&lt;p&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2017/08/UnlitTerrain4T-0.png" alt="Unity UnlitTerrain4T-1" loading="lazy"&gt;&lt;/p&gt;
&lt;p&gt;&lt;img src="https://maxkruf.com/wp-content/uploads/2017/08/UnlitTerrain4T-1.png" alt="Unity UnlitTerrain4T-1" loading="lazy"&gt;&lt;/p&gt;
&lt;div class="buttons"&gt;&lt;a href="http://download.maxartz15.com/MA_UnlitTerrain4T-1.0.unitypackage" rel="noopener"&gt;Download Project Files&lt;/a&gt;
&lt;a href="https://download.maxartz15.com/TerrainShaders.unitypackage" rel="noopener"&gt;Download Project Files v2&lt;/a&gt;&lt;/div&gt;</description></item></channel></rss>