In this blog post, we’ll talk about creating a mask shader using ShaderGraph and applying it on our Mapbox Unity SDK terrain. As you might know, we talked about using Mapbox Unity SDK in URP projects so now that we got that out of the way, we’ll be able to use ShaderGraph for this.
Author: brnkhy
Mapbox Unity SDK with URP
In this blog post we’ll talk about making Mapbox Unity SDK work with URP (Universal Rendering Pipeline). There’s a lot of confusion and discussion about URP/HDRP (and how Unity’s handling those) recently but afraid not, this’ll be a very basic fix for us. But first of all; What’s the problem? As you might already know,…
Cloud visualization in Unity3D
A few months ago, I decided to give AerisWeather api a shot and added cloud forecast visualization on top of my scifi map project. Live cloud forecast from @AerisWeather,elevation and satellite imagery from @Mapbox,visualized in @unity3d.#gamedev #madewithunity #indiedev #map #vfx #unity3d #datavisualization pic.twitter.com/nqHsGRBrZl — Baran Kahyaoglu (@brnkhy) November 5, 2019 I got lots of questions…
Tiled Maps using Mapbox Unity SDK
I wrote this draft months ago but realizing I won’t be able to finish it, I just decided to post it as is. I hope it’ll at least explain the idea. I’m also thinking about going back to square tiled version of this soon and finish it properly this time I kept saying I’ll blog…
Lines and polygons in Mapbox Unity SDK
It has been…..8 months since that last post?? So 8 months since I started working at Mapbox. I can’t believe it, time sure flies. That was an extremely busy 8 months and I, being a lazy blogger, couldn’t blog at all. But I’ll try to change that, I think I even found an awesome subject…
New job, new project, new horizons
I know it has been a while since the last update on MapzenGo, sorry about that. I had lots of stuff going on and couldn’t find time to blog in that rush. Well actually title says it all right? MapzenGo project landed me a new awesome job at Mapbox and now I’ll be doing pretty…
MapzenGo Part 8 : Places and Pois
It has been like… just two weeks? Oh boy that felt sooo much longer, rough days… I just realized that I have to blog now and can’t run away from it anymore. It’s soo much harder than coding really. After all these years and so many posts, I still feel horrible at blogging and incredible…
MapzenGo Part 7 : Plugins
Well yes, I decided to change the name of the series to simply “MapzenGo”. It’s shorter and admittedly, “PokemonGo clone” was a bit of a click bait. But hey, advertisement eh?? Anyway, we have another big update here. Mainly infrastructure stuff but I think you’ll all find them useful. Good old Manhattan -Major thing here…
PokemonGo clone using Mapzen – Part 6: Offline Maps
Yes, I’m back with offline maps this time! (I’ll say it right away, it’s still a work in progress and have issues) This was one of the most requested features since the last post and I decided to give it a shot. I have some other improvements&fixes as well but let’s do it in bullet…
PokemonGo clone using Mapzen – Part 5: Layers
Hey everyone, it has been a while but here I am with a huge update; single mesh layers, continuous roads, water&parks and more! First of all, yea I know I shouldn’t be doing such huge updates and refactoring but I couldn’t help it this time. I got greedy and keep adding stuff. I’ll try to…