About:

Alexander Ameye is a Belgian software engineer and graphics programmer with interests in Unity, games, and technical art.

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Interests:

Unity Games Shaders Graphics engineering Rendering Technical art Programming Rust Game development

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This post provides a comprehensive installation guide for the Screen Space Cavity Shader available on the Unity Asset Store. It details the steps for installing, updating, and removing the package through Unity's package manager. ...
The text provides a simple method of rendering outlines in Unity without the need for custom render passes or C# code. It explains the process step by step and offers additional considerations for customization.
The text discusses the challenges of accessing and understanding Belgian parliamentary data, and the project to make this data more accessible and transparent. It outlines the process of scraping the data, extracting voting inform...
The text is a tutorial on how to draw edge detection outlines in Unity. It explains the process of setting up an edge detection shader in Unity 6 and Unity 2022, and provides code examples for both versions. The tutorial also disc...
The text discusses the design of a high-fidelity cursor for augmented reality, covering key components such as hit testing, cursor movement, movement smoothing, movement threshold, cursor visibility, and object placement. It expla...
The author discusses the process of adding a preview window to their CPU path tracer, using wgpu and winit for rendering and windowing. They also talk about continuously updating the frame buffer and linking it to the path tracer....

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2025-02-10

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The text discusses the addition of a circular menu to the Unity Editor using UI Toolkit and the new Vector API. It includes features such as nested radial menus, a label showing the current 'directory', a mouse angle indicator, an...
The text is a tutorial on creating a stylized water shader in Unity using Shader Graph. It covers setting up the shader and material, figuring out the depth of the water, adding colors and opacity, refraction, foam, and lighting c...
The text explains how to create a halftone print shading effect in Unity. It describes creating a dots pattern, converting RGB to CMYK, combining the patterns, rotating the patterns, and using screen-space UVs. The author also pro...
The text is about the author's experience in writing an offline renderer in Rust. The author started with raytracing in one weekend and ended up with a naive path tracer. The text discusses the process of naive path tracing, expli...
The text explains different hemisphere sampling schemes for Monte-Carlo path tracing, including spherical and cartesian coordinates, technique, uniform hemisphere, cosine-weighted hemisphere, power cosine-weighted hemisphere, and ...
The text is about the process of writing a chess engine in C++ by someone who is not a chess player. It covers topics such as board representation, attack tables, move generation, castling, check evasions, testing for correctness,...
The text explains how to render real-time caustics in Unity. It goes over creating caustics volumes, using world-space UVs, reading the depth buffer, reconstructing world position from depth, and other techniques to achieve a nice...
The text discusses 5 techniques for rendering outlines in Unity, including fresnel effect, vertex extrusion, blurred buffer, jump flood algorithm, and edge detection. Each technique is explained in detail, including the implementa...
The text discusses how to write custom render passes in Unity URP, providing a basic template pass for creating custom passes and effects. It also explains the workings and usage of the render passes, as well as how to use the pas...
The author created a stylized water shader for the Universal Render Pipeline and published it on the Unity Asset Store. The shader was well-received, with 94% five-star reviews and a nomination for the best artistic tool in the Un...
The text is about the creation of three 60-second shader tutorials in the first few months of 2020. The tutorials cover a stylized water shader, toon shading, and a retro pixelation effect.
The text is a detailed breakdown of how the author created a holographic Pokémon card shader, including the card frame, icons, raymarched spheres, text, holographic sparkles, parallax effect, and stencil shader.