The Early Years – Over a Decade of Tech Art

Being still mid-30s, I don’t get to throw around the word “decade” a lot when reflecting on my life. When looking back on my career and a decade* of Tech Art, things feel a little surreal for me.

In this post I look back on the beginning of my career as a junior animator, and how I moved into Tech Art.

Unity Material Property binding and the Lightmapper

Had an interesting one this week with Unity’s lightmapper, and trying to bind parameters to complex shaders. This is one of those problems which makes sense in hindsight, but isn’t clearly documented.

Treat this more like notes / thoughts then a walkthrough. I also won’t be sharing much code here, but will happily answer questions on my socials.

Container Water 06: Leaving ShaderGraph behind

If this is your first exposure to this series of posts about the “Container Water”, you’ll not “heard” me moaning about ShaderGraph. Well, over my travels, I’ve been getting progressively more frustrated at the speed in which ShaderGraph allows me to work.

This post is a slight departure from the rest of the series as I want to record some of my techniques from moving back to HLSL from ShaderGraph, in the hope that others will find it useful until Unity catch up.