Learn Unity Shaders from Scratch
Course Curriculum
| Unit 01: Introduction | |||
| Welcome to the course | 00:03:00 | ||
| Introduction | 00:03:00 | ||
| Parallel Processing | 00:02:00 | ||
| Cg is not C# | 00:05:00 | ||
| Unit 02: First Steps | |||
| Your first shader | 00:09:00 | ||
| Working with vectors in Cg | 00:07:00 | ||
| Using the Properties section | 00:06:00 | ||
| Blending colours | 00:08:00 | ||
| Using step and smoothstep | 00:04:00 | ||
| Unit 03: Shaping Functions | |||
| Drawing a circle | 00:02:00 | ||
| Drawing a square | 00:10:00 | ||
| Moving our shape | 00:04:00 | ||
| Moving the square with the mouse | 00:04:00 | ||
| Moving the shape over time | 00:03:00 | ||
| Rotating the square | 00:08:00 | ||
| Changing the rotation centre and scaling | 00:06:00 | ||
| Tiling | 00:04:00 | ||
| Drawing circles | 00:06:00 | ||
| Drawing lines | 00:07:00 | ||
| Combining lines | 00:09:00 | ||
| Showing a polygon | 00:06:00 | ||
| Creating a brick pattern | 00:08:00 | ||
| Unit 04: Noise | |||
| What’s all that noise? | 00:04:00 | ||
| Using noise to create a fire shader | 00:06:00 | ||
| Using noise to create wood and marble | 00:04:00 | ||
| Unit 05: Textures | |||
| A simple use of a texture image | 00:07:00 | ||
| Ripple the image | 00:05:00 | ||
| Blend between textures | 00:05:00 | ||
| Unit 06: Vertex shaders | |||
| Turning a box into a sphere | 00:04:00 | ||
| Using the Unity lighting – Lambert | 00:04:00 | ||
| Creating a ball of lava | 00:05:00 | ||
| Unit 07: Surface Shaders | |||
| ShaderLab Surface Shaders – an introduction | 00:05:00 | ||
| Bump mapping | 00:04:00 | ||
| Fresnel shading | 00:02:00 | ||
| Environment mapping | 00:03:00 | ||
| Adding a bump map to a reflective surface | 00:03:00 | ||
| Blinn Phong lighting | 00:05:00 | ||
| Custom lighting | 00:06:00 | ||
| Standard lighting | 00:04:00 | ||
| Adding a vertex function to a surface shader | 00:03:00 | ||
| Unit 08: Advanced effects | |||
| Lighting in a vertex, fragment shader | 00:06:00 | ||
| A position location shader | 00:05:00 | ||
| Tessellation | 00:06:00 | ||
| Using the stencil buffer | 00:06:00 | ||
| Clipping the output | 00:03:00 | ||
| Unit 09: Transparent shaders | |||
| Alpha transparency in a surface shader | 00:04:00 | ||
| Space Pirate turns to glass | 00:08:00 | ||
| Unit 10: Volumetric Shaders | |||
| Volumetric Rendering | 00:07:00 | ||
| Using textures in the render | 00:06:00 | ||
| Unit 11: Post Processing | |||
| Preparing for post processing | 00:05:00 | ||
| Night goggles effect | 00:03:00 | ||
| Unit 12: Conclusion | |||
| Summary | 00:01:00 | ||
FREQUENT ASKED QUESTION
It is shown by default, until the collapse plugin adds the appropriate classes that we use to style each element. These classes control the overall appearance, as well as the showing and hiding via CSS transitions. You can modify any of this with custom CSS or overriding our default variables. It's also worth noting that just about any HTML can go within the
.accordion-body, though the transition does limit overflow.
It is hidden by default, until the collapse plugin adds the appropriate classes that we use to style each element. These classes control the overall appearance, as well as the showing and hiding via CSS transitions. You can modify any of this with custom CSS or overriding our default variables. It's also worth noting that just about any HTML can go within the
.accordion-body, though the transition does limit overflow.
It is hidden by default, until the collapse plugin adds the appropriate classes that we use to style each element. These classes control the overall appearance, as well as the showing and hiding via CSS transitions. You can modify any of this with custom CSS or overriding our default variables. It's also worth noting that just about any HTML can go within the
.accordion-body, though the transition does limit overflow.
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