 Out now!
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.

• 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?
• 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
• 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
• Exercise 2
• Animating deformations
• 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