Release date:2022, September

Author:Penny de Byl

Skill level:Beginner

Language:English

Exercise files:Yes

What Will I Learn?

Develop skills in building visually stunning shaders with node based tools Identify shader nodes based on the results they produce Understand the fundamental algorithms applied to produce shader effects Complete over 50 individual shader effects that can be used in any project

Requirements

No programming experience required

A working knowledge of the Unity Game Engine

Description 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!

Who is the target audience?

Beginner shader developers

Artists who want to create shaders without learning to code

Anyone who wants to deepen their knowledge of shaders
01. Introduction

01. Welcome 02. Join the H3D Student Community

02. Fundamentals

01. Installing Shader Graph 02. My First Shader 03. Vertex and Fragments 04. Shader Anatomy 101

03. Unlit Shader Basics

01. Flat Single Colour 02. Lets Talk About Colour 03. Using Positions for Colour 04. Using Normals for Colour 05. Mixing Colours 06. More on Mixing Colours 07. Adding a Texture

04. Lit Shader Basics

01. Lambert Lighting Model 02. Lighting Models 03. The Anatomy of PBR 04. Applying metallic and smoothness images. 05. Adding Intensity Sliders 06. Reflections 07. Reflections Part 2 08. Reflecting World Objects 09. Ambient Occlusion

05. Coordinate Spaces

01. Understanding Tangent, Object, View and World Space 02. Exploring the Object Space 03. Exploring the World Space 04. Exploring the View Space 05. Exploring the Tangent Space 06. Coordinate Space Challenge

06. Unity’s Render Pipeline

01. An Overview of Unitys Render Pipelines 02. A first look at the Universal Render Pipeline 03. A Short Interlude to Explore Subgraphs 04. A first look at the High Definition Render Pipeline 05. Bent Normals 06. Forward and Deferred Rendering

07. Blending

01. Basic Blending 02. Linear & Colour Burn Blending 03. More Blending Modes 04. Darkening Blend Modes 05. Lightening Blend Modes 06. Contrasting Blend Modes

08. Essential Concepts You Should Know

01. Time 02. Rotating with Time 03. Lerping 04. Lerping a Liquid Part 1 05. Lerping a Liquid Part 2 06. Tiling 07. Masking 08. Animating Masked Glow

09. Procedural Generation

01. What is procedural generation 02. Noisy Vertex Displacement Part 1 03. Noisy Vertex Displacement Part 2 04. Simple Noise Wood Grain 05. Enhanced Wood Grain 06. Tiles 07. Procedural Shapes 08. Voronoi Diagrams 09. Simple Fire Part 1 10. Simple Fire Part 2 11. Complex Fire 12. UV Ripple

10. The Illusion of Depth

01. Depth Illusion Shaders 02. Bump Mapping 03. Normal Mapping 04. Normal Blending 05. The Importance of a Normals Z 06. Scrolling Normals

11. Working with Scene Depth

01. Depth Intersection 02. Texturing the Depth Intersection 03. Expanding the Intersection Zone 04. Creating a Forcefield Part 1 05. Creating a Forcefield Part 2 06. Water with Depth

12. Tricks of Light

01. Crystals Effects 02. Holograms 03. Refraction 04. Ice 05. Iridescence

13. Project Advanced Water

01. Advanced Water Project Part 1 Flowing Water 02. Advanced Water Project Part 2 Refraction 03. Advanced Water Project Part 3 Pool Water 04. Advanced Water Project Part 4 Pool Normals 05. Advanced Water Project Part 5 Vertex Displacement 06. Advanced Water Project Part 6 Foam 07. Advanced Water Project Part 7 Particle Splashes 08. Advanced Water Project Part 8 Final Colouring

14. Final Words

01. Some Final Words from Penny

[Udemy] Your Ultimate Guide to Shader Graph for Beginners.7z [Udemy] Your Ultimate Guide to Shader Graph for Beginners_Subtitles.7z

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