zachwalkergames dev(b)log

Procedural Water Shader and First Impressions of Unity's Shadergraph/HLSL pipeline

2/21/25
Tags: hyper-runner2.5D
A water shader I created for a racing boss level in my rhythm game hyperRunner2.5D. Endless moving waves scroll and tile seamlessly. The base mesh of the water is simply a subdivided plane that is UV unwrapped in Blender.
I dive into the technical details and give some first impressions of the Unity/Shadergraph/HLSL graphics pipeline after I intially learned graphics programming in C++/OpenGL/GLSL.

Check out my Instagram

2/21/25

Here is where I have always posted my game development adventures. Thought I would start this blog to dive deeper into my projects, but I will still be using this IG page regularly.