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2D SHADER DEVELOPMENT
PROCEDURAL TEXTURE MANIPULATION

Make your games unique in a world full of lookalikes by leveraging the power of shaders.

Procedural Texture Manipulation is the third in a series of 4 books and will teach you techniques you can use to draw and modify textures with code.

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Table of Contents

  • Introduction to the series
    • Motivation for the series
    • I use Unity, why should I bother learning shader programming at all?
    • Who are these books for?
    • I need help! What can I do?
    • Downloading the source code for the book
  • Introduction to Procedural Texture Manipulation
  • Drawing with math: Lines, Functions, and Rectangles
    • The basics
      • Step
      • Smoothstep
    • Plotting functions
    • Basic shapes
      • Line
      • Rectangles
      • Circle
      • Triangles and n-side polygons
    • Transformations
      • Scaling
      • Translation
      • Rotating
    • Composition of basic shapes
    • Combining shapes
    • Subtracting shapes
    • Masking
    • Composition
    • Exercise 1
      • Add thickness to plot
      • Add softness to plot
      • Create a rotated soft rectangle
  • Image deformations
    • Basic uv deformations
      • Starting point
      • Translate
      • Scale (Zoom)
      • Stretch
      • Translate overflow fix
      • Rotate
    • Deforming with trigonometric functions
    • Chroma aberration, playing with RGBA channels
    • Tampering with the resolution
        quantization
    • Resolution change
    • Using masks
      • Hand-rolled masks
        • Masks using RGB channels
    • Exercise 2
  • Animating deformations
    • Using masks in animation
    • Easing
    • Exercise 3
  • Where to go now
  • Acknowledgements
  • Credits
  • Exercise 1 Solution
    • Add thickness to plot
      • Add softness to plot
      • Create a rotated soft rectangle
  • Exercise 2 Solution
  • Exercise 3 Solution
    • Flag pole
    • Static Crowie
    • Animating Crowie
  • Appendix I: Gallery of Shaping (Easing) Functions
    • Step and Smoothstep
    • fmod (Modulo, or remainder)
    • Fractional part
    • Ceil / Floor
    • Power of n
    • clamp
  • Appendix II: Signed Distance Fields
    • Circle
    • Square
    • Composition of Distance Fields
  • Appendix III: Polar Coordinates
    • Going back to cartesian coordinates
  • Appendix IV: Quantization