Mô tả

This course presents a comprehensive guide to creating vertex and fragment shaders using Unity's visual programming tool Shader Graph.  There's no need for prior knowledge or programming of shaders needed.

Over 15 Hours of step-by-step tutorials and challenges.

Filled to the brim with follow-along and shader creation challenges, this course will give you a thorough grounding in shader development and the fundamental practices in Physical-Based Rendering (PBR) with a member of the Unity Game Engine's Educational Advisory Board and an acclaimed academic and teacher with over 30 years experience.

This course will guide you through the process of creating your own visual surface effects for colouring and lighting game objects. It gently covers the mathematics of light and surfaces and steps you through the recreation of some of the most popular shaders, including Fresnel, Complex Water, Holograms, Flowing Lava, Liquids, Fire, and more.  The shader concepts will be presented in an easy-to-understand manner to help grasp 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 Unity's Built-In, Universal, and High-Definition Render Pipelines.

This course has been developed with Unity 2021.3 LTS and Shader Graph 12.1.6

Learn how to program and work with:

  • Unity's Shader Graph.

  • Model, Camera, and World View Coordinate Spaces.

  • Lighting Effects.

  • Procedurally Generated Patterns.

  • Normals.

  • Scene Depths.

  • Refraction for Transparent Surfaces (and much more...)

In this course, Penny teaches all the invaluable skills you will require to interact with the computer graphics render pipeline using Shader Graph in Unity from scratch using her internationally acclaimed teaching style and knowledge from over 30 years of working with games and graphics.  Through detailed descriptions and hands-on workshops, you'll learn all you need to know about rendering queues, vector mathematics, graphics buffers, colour theory, 3D meshes, texture mapping, lighting models, and much more.

Contents and Overview

After diving right in and creating your very first Shader Graph shader from scratch, you delve into the fundamental concepts of creating an unlit shader and discover how colours can be mixed for surface effects, and how to put an external texture onto a game object.

Following this, you will examine a variety of lighting models and how lights and surface textures can influence the final look of a render.  In this part, you will develop shaders with different lighting and investigate physically-based rendering that caters for metallic surfaces and considers world reflections. The remainder of the course concentrates on building up your essential mathematics skills related to creating shaders and focussing on the essentials that you can take and customise for your own needs.

Finally, there's an advanced water shader section on adding special effects to water surfaces such as depth colour, waves, surface foam, and splash particles.

What students are saying about Penny's other shader courses:

  • This course is amazing! Penny has got to be, hands down, one of the best instructors on game development, Unity, and C#! In the span of three hours, I have learned so much that it rivals my graduate program!

  • 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 profound 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!

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14 sections

Introduction

3 lectures
Welcome
02:59
Join the H3D Student Community
01:26
FAQs
00:15

Fundamentals

4 lectures
Installing Shader Graph
08:30
My First Shader
08:34
Vertex and Fragments
09:16
Shader Anatomy 101
10:10

Unlit Shader Basics

7 lectures
Flat Single Colour
11:54
Let's Talk About Colour
06:42
Using Positions for Colour
12:26
Using Normals for Colour
06:25
Mixing Colours
10:06
More on Mixing Colours
09:05
Adding a Texture
10:42

Lit Shader Basics

9 lectures
Lambert Lighting Model
15:14
Lighting Models
13:55
The Anatomy of PBR
10:10
Applying metallic and smoothness images.
09:22
Adding Intensity Sliders
09:39
Reflections
10:25
Reflections Part 2
06:13
Reflecting World Objects
11:35
Ambient Occlusion
11:15

Coordinate Spaces

6 lectures
Understanding Tangent, Object, View and World Space
13:42
Exploring the Object Space
12:07
Exploring the World Space
11:13
Exploring the View Space
12:07
Exploring the Tangent Space
13:16
Coordinate Space Challenge
15:18

Unity's Render Pipeline

6 lectures
An Overview of Unity's Render Pipelines
06:39
A first look at the Universal Render Pipeline
09:43
A Short Interlude to Explore Subgraphs
05:13
A first look at the High Definition Render Pipeline
10:26
Bent Normals
02:30
Forward and Deferred Rendering
05:37

Blending

6 lectures
Basic Blending
09:24
Linear & Colour Burn Blending
08:11
More Blending Modes
07:28
Darkening Blend Modes
10:46
Lightening Blend Modes
10:35
Contrasting Blend Modes
09:25

Essential Concepts You Should Know

8 lectures
Time
11:08
Rotating with Time
10:41
Lerping
11:12
Lerping a Liquid Part 1
09:29
Lerping a Liquid Part 2
12:27
Tiling
10:17
Masking
11:59
Animating Masked Glow
08:09

Procedural Generation

12 lectures
What is procedural generation?
06:59
Noisy Vertex Displacement Part 1
10:37
Noisy Vertex Displacement Part 2
07:06
Simple Noise Wood Grain
14:54
Enhanced Wood Grain
10:34
Tiles
09:16
Procedural Shapes
09:23
Voronoi Diagrams
07:45
Simple Fire Part 1
12:08
Simple Fire Part 2
14:27
Complex Fire
12:39
UV Ripple
09:58

The Illusion of Depth

6 lectures
Depth Illusion Shaders
11:01
Bump Mapping
04:44
Normal Mapping
14:18
Normal Blending
09:33
The Importance of a Normal's Z
11:55
Scrolling Normals
15:20

Working with Scene Depth

6 lectures
Depth Intersection
13:03
Texturing the Depth Intersection
08:41
Expanding the Intersection Zone
10:09
Creating a Forcefield Part 1
08:27
Creating a Forcefield Part 2
10:37
Water with Depth
11:29

Tricks of Light

5 lectures
Crystals Effects
13:07
Holograms
08:44
Refraction
10:09
Ice
12:47
Iridescence
12:48

Project: Advanced Water

8 lectures
Advanced Water Project Part 1: Flowing Water
12:39
Advanced Water Project Part 2: Refraction
09:17
Advanced Water Project Part 3: Pool Water
07:54
Advanced Water Project Part 4: Pool Normals
13:14
Advanced Water Project Part 5: Vertex Displacement
08:18
Advanced Water Project Part 6: Foam
08:26
Advanced Water Project Part 7: Particle Splashes
11:48
Advanced Water Project Part 8: Final Colouring
08:47

Final Words

2 lectures
Some Final Words from Penny
01:28
Where to now?
00:04

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