My unity projects following Catlike Coding's awesome tutorial at https://catlikecoding.com/unity/tutorials/
- 1.1 - Game Objects and Scripts
- 1.2 - Building a Graph
- 1.3 - Mathematical Surfaces
- 1.4 - Constructing a Fractal
- 1.5 - Frames Per Second
- 2.1 - Persisting Objects
- 2.2 - Object Variety
- 2.3 - Reusing Objects
- 2.4 - Multiple Scenes
- 2.5 - Spawn Zones
- 2.6 - More Game State
- 2.7 - Configuring Shapes
- 2.8 - More Factories
- 2.9 - Shape Behavior
- 2.10 - Satellites
- 2.11 - Lifecycle
- 2.12 - More Complex Levels
- 3.1 - The Board
- 3.2 - Enemies
- 3.3 - Towers
- 3.4 - Ballistics
- 4.1 - Texture Distortion
- 4.2 - Directional Flow
- 4.3 - Waves
- 4.4 - Looking Through Water
- 5.1 - Procedural Grid
- 5.2 - Rounded Cube
- 5.3 - Cube Sphere
- 5.4 - Mesh Deformation
- 6.1 - Custom Pipeline
- 6.2 - Custom Shaders
- 6.3 - Lights
- 6.4 - Spotlight Shadows
- 6.5 - Directional Shadows
- 6.6 - Transparency
- 6.7 - Reflections
- 6.8 - Global Illumination
- 6.9 - Baked Shadows
- 6.10 - Level of Detail
- 6.11 - Post-Processing
- 7.1 - Matrices
- 7.2 - Shader Fundamentals
- 7.3 - Combining Textures
- 7.4 - The First Light
- 7.5 - Multiple Lights
- 7.6 - Bumpiness
- 7.7 - Shadows
- 7.8 - Reflections
- 7.9 - Complex Materials
- 7.10 - More Complexity
- 7.11 - Transparency
- 7.12 - Semitransparent Shadows
- 7.13 - Deferred Shading
- 7.14 - Fog
- 7.15 - Deferred Lights
- 7.16 - Static Lighting
- 7.17 - Mixed Lighting
- 7.18 - Realtime GI and LOD Groups
- 7.19 - GPU Instancing
- 7.20 - Parallax
- 8.1 - Flat and Wireframe Shading
- 8.2 - Tessellation
- 8.3 - Surface Displacement
- 8.4 - Bloom
- 8.5 - Depth of Field
- 8.6 - FXAA
- 8.7 - Triplanar Mapping
- 9.1 - Creating a Hexagonal Grid
- 9.2 - Blending Cell Colors
- 9.3 - Elevation and Terraces
- 9.4 - Irregularity
- 9.5 - Larger Maps
- 9.6 - Rivers
- 9.7 - Roads
- 9.8 - Water
- 9.9 - Terrain Features
- 9.10 - Walls
- 9.11 - More Features
- 9.12 - Saving and Loading
- 9.13 - Managing Maps
- 9.14 - Terrain Textures
- 9.15 - Distances
- 9.16 - Pathfinding
- 9.17 - Limited Movement
- 9.18 - Units
- 9.19 - Animated Movement
- 9.20 - Fog of War
- 9.21 - Exploration
- 9.22 - Advanced Vision
- 9.23 - Generating Land
- 9.24 - Regions and Erosion
- 9.25 - Water Cycle
- 9.26 - Biomes and Rivers
- 9.27 - Wrapping
- 10.1 - Noise
- 10.2 - Noise Derivatives
- 10.3 - Simplex Noise
- 11.1 - Partitioning Space
- 11.2 - Sharing and Crossing
- 11.3 - Staying Sharp
- 11.4 - Erecting Walls
- 11.5 - Being Colorful
- 12.1 - Swirly Pipe
- 12.2 - Maze