Mô tả

Now Updated for Unity 2017 to 2019

This course presents a comprehensive guide to programming with Cg and High Level Shader Language in Unity's Shaderlab, to create your own visual surface effects for colouring and lighting game objects. It covers the mathematics of light and surfaces and steps you through the recreation of some of the most popular shaders. Many computer graphics concepts will be presented to help you understand the graphics pipeline and provide you with an essential toolkit of rendering knowledge, that will have you developing your own transparent, animated and texturised shaders in no time.

In this course, Penny teaches all the invaluable skills you will require to program the computer graphics pipeline in Unity from scratch using her internationally acclaimed teaching style and knowledge from over 25 years working with games and graphics.  But hold on tight as you'll be taken on a journey across the computer graphics realm as it is taught to post-graduate university students. Through detailed descriptions and hands-on workshops examining all you need to know about rendering queues, vector mathematics, graphics buffers, colour theory, 3D meshes, texture mapping, lighting models and much more.

Learn how to program and work with:

  • variables and packed arrays

  • meshes, vertices and UVs

  • the mathematics for working with objects in 3D and 2D spaces

  • a variety of lighting models from creating flat shaded objects to highly reflective shiny surfaces

  • bump maps for adding extra depth and dimension to surface textures

  • special effects such as holographic, scrolling textures and surface deformations

  • the variety of graphics buffers used in the rendering pipeline

  • forward and deferred lighting

  • surface, vertex and fragment shaders written in CG/HLSL

  • volumetric rendering

Contents and Overview

After diving right in and creating your very first shader from scratch, we will begin the lessons by examining how 3D models are structured and how that is used within shader code to colour and display the surface in computer graphics. You'll discover all the properties of a shader and how they can be controlled in code and via values fed in through Unity's Inspector.

Following this, we will examine a variety of lighting models and how lights and surface textures can influence the final look of a render. Included here, an overview of the buffers involved in the rendering queue will be given with practical examples for creating special effects that require more than one draw call. Students will also be exposed to the power of vector mathematics and especially the dot product and its role in creating beautiful effects such as outlines, rim lighting and holograms. In addition, issues surrounding transparency and blending will be discussed along with many practical hands-on workshops in which students can flex their newfound skills to interrogate the code they write for better understanding.

The next section brings together all the skills learned throughout together, to develop some of the more popular complex shaders including animated plasma and animated water with waves.

Finally volumetric shaders are covered in which you will follow along to create special effects such as fake geometry, fog and clouds.

What students are saying about this course:

  • This is the best course I've ever taken. It is perfect for me. I worked for 15 years in feature animation. A large part of my career was spent developing shaders for a proprietary renderer. This course has already helped me to bring the value of my previous experience into Unity.

  • Best shader course I've come across. There are enough and more tutorials on youtube to teach you how to develop your own shaders, but nothing falls into the class of Penny's tutorials. They are clear and to the point. Really happy about this one.

  • Wow! Thank you so much! If there were 10 stars - this course would deserve it. Going from absolutely knowing nothing about Shader writing to have a profund understanding about it.....

  • I wanted to let you know that I just finished your shader course and thought it was fantastic. It was a pleasure to take the course and finally get a grasp on a topic that seemed so foreign to me not so long ago. Your teaching style and personality really worked for me and made learning a breeze!

Bạn sẽ học được gì

Use Unity Shaderlab to create their own shader effects with CG/HLSL.

Apply their knowledge of simple mathematics to change the visual surface of virtual objects.

Work with mesh vertices and textures to develop unique rendering effects.

Demonstrate a knowledge of the graphics pipeline and apply it to problem solving shading issues.

Yêu cầu

  • You should be familiar with the Unity Game Engine.
  • You should be able to program in a procedural language such as C#.

Nội dung khoá học

11 sections

Introduction

9 lectures
Welcome
02:36
Join the H3D Student Community
01:26
Contacting H3D
00:01
FAQs
00:14
Help! Why can't I see my shaders correctly?
00:40
The Rendering Pipeline
03:20
Your First Surface Shader
12:31
Challenge
00:16
Crash Course in Vector Mathematics
06:10

Shader Essentials

7 lectures
Variables and Packed Arrays
14:01
The Anatomy of a Mesh and Shader Input
06:01
Shader Properties
15:55
Properties Challenge 1
00:11
Properties Challenge 2
00:11
Properties Challenge 3
00:10
Properties Challenge 4
00:21

Illuminating Surfaces

8 lectures
Lambert & Lighting
02:46
Normal Mapping
17:01
Bumped Diffuse Challenge
00:08
Visualising Normals
02:57
Illumination Models
03:59
Bumped Environments
13:47
Bumped Environments Challenge
00:12
Buffers and Queues
07:21

The Dot Product

5 lectures
The Dot Product
07:00
Quiz
5 questions
Rim Lighting
10:04
Logical Cutoffs
11:51
Challenge
00:10

Lighting

8 lectures
Lighting Models
05:44
Blinn-Phong Lighting & Surface Output
08:51
Physically-Based Rendering
11:39
Challenge 1
00:18
Challenge 2
00:20
Writing Your Own Lighting Model
15:44
Challenge 3
00:09
Challenge 4
00:14

Passes & Blending

7 lectures
The Alpha Channel
08:34
Holograms
09:50
Blending
13:07
Leaves and Culling
05:17
Blending Two Images
11:00
Stencil Buffer
10:22
Advanced Stencils
13:45

Writing Vertex and Fragment Shaders

7 lectures
The Anatomy of a Vertex/Fragment Shader
07:46
Colouring by Vertices and Fragments
17:40
Material Use
11:52
Lighting
05:54
Shadows
09:47
Challenge 1
00:08
Challenge 2
00:07

Advanced Effects

8 lectures
Vertex Extruding
07:10
Outlining
11:21
Glass
10:33
Waves
10:41
Scrolling Textures
09:09
Challenge 1
00:13
Plasma
10:47
Challenge 2
00:06

Volumetric Rendering

16 lectures
Ray Marching
19:43
More on Ray Marching
19:43
Spherical Fog
18:02
Rendering Fog Density P1
16:40
Rendering Fog Density P2
07:03
Volumetric Clouds Value Noise
17:45
Programming Value Noise P1
19:59
Programming Value Noise P2
14:23
Programming Value Noise P3
11:31
Integrating Colours and Depth
15:16
Enhanced Noise
13:18
Clouds On Camera P1
20:02
Clouds On Camera P2
13:52
Clouds On Camera P3
19:44
Clouds On Camera P4
12:01
References
00:09

Final Words

1 lectures
Where to Now?
11:16

Appendices

3 lectures
Appendix A - CG Function List
04:25
Appendix B - Shader Cheat Sheet
01:33
Appendix C - Credits and Extra Resources
00:21

Đánh giá của học viên

Chưa có đánh giá
Course Rating
5
0%
4
0%
3
0%
2
0%
1
0%

Bình luận khách hàng

Viết Bình Luận

Bạn đánh giá khoá học này thế nào?

image

Đăng ký get khoá học Udemy - Unica - Gitiho giá chỉ 50k!

Get khoá học giá rẻ ngay trước khi bị fix.