Ben Golus
Shader and graphics programmer who writes long, careful articles on shader technique: anti-aliased alpha test, triplanar normal mapping, mipmapping, outlines, grids and normal maps. Mostly Unity, and useful well beyond it.
- The Best Darn Grid Shader (Yet)
How to draw a clean, anti-aliased grid in a shader that holds up at any distance and viewing angle.
bgolus.medium.com · Oct 2023 - Showing multiple matcap techniques, including a proposed improved method that's no more expensive than the usual fix if you're starting with the world position and world normal.
Gist: Compares several matcap techniques including an improved method.
gist.github.com · Jan 2022 - Distinctive Derivative Differences
A look at the different kinds of shader derivatives and how they differ in practice.
bgolus.medium.com · Apr 2021 - Different methods for getting World Normal from Depth Texture, without any external script dependencies.
Repo: shader gist with several ways to reconstruct world-space normals from the depth texture without scripts.
gist.github.com · Feb 2021 - Rendering a Sphere on a Quad
Ben Golus explains rendering a sphere impostor on a quad and improving how convincing it looks.
bgolus.medium.com · ~Jan 2021 - Progressing in Circles
Medium post by Ben Golus on progressing in circles, a shader or math topic around circular shapes.
medium.com · ~Jun 2020 - Generating Perfect Normal Maps for Unity (and Other Programs)
How to generate accurate normal maps for Unity and other programs from a high-poly model.
bgolus.medium.com · Feb 2020 - Sharper Mipmapping using Shader Based Supersampling
A shader-based supersampling approach for sharper results than plain mipmapping.
bgolus.medium.com · Aug 2019 - The Team Color Problem
Approaches to recolouring part of an object, such as team colours, in a shader.
bgolus.medium.com · Jul 2018 - Normal Mapping for a Triplanar Shader
How to get correct normal mapping on triplanar-mapped surfaces.
bgolus.medium.com · Sep 2017 - Anti-aliased Alpha Test: The Esoteric Alpha To Coverage
How alpha to coverage gives anti-aliased alpha-tested edges, which matters most in VR.
bgolus.medium.com · Aug 2017 - The Quest for Very Wide Outlines
Ben Golus explores GPU silhouette rendering for very wide outlines.
bgolus.medium.com