Shader Development from Scratch for Unity with Cg
Shader Development from Scratch for Unity with Cg, available at $89.99, has an average rating of 4.76, with 78 lectures, 1 quizzes, based on 3354 reviews, and has 20672 subscribers.
You will learn about 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. This course is ideal for individuals who are Anyone fascinated by the way computer graphics works. or Anyone wanting to understand how to write their own shaders. or Anyone who loves the visual effects that can be achieved through simple code and mathematics. It is particularly useful for Anyone fascinated by the way computer graphics works. or Anyone wanting to understand how to write their own shaders. or Anyone who loves the visual effects that can be achieved through simple code and mathematics.
Enroll now: Shader Development from Scratch for Unity with Cg
Summary
Title: Shader Development from Scratch for Unity with Cg
Price: $89.99
Average Rating: 4.76
Number of Lectures: 78
Number of Quizzes: 1
Number of Published Lectures: 78
Number of Published Quizzes: 1
Number of Curriculum Items: 79
Number of Published Curriculum Objects: 79
Original Price: $19.99
Quality Status: approved
Status: Live
What You Will Learn
- 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.
Who Should Attend
- Anyone fascinated by the way computer graphics works.
- Anyone wanting to understand how to write their own shaders.
- Anyone who loves the visual effects that can be achieved through simple code and mathematics.
Target Audiences
- Anyone fascinated by the way computer graphics works.
- Anyone wanting to understand how to write their own shaders.
- Anyone who loves the visual effects that can be achieved through simple code and mathematics.
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:
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variables and packed arrays
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meshes, vertices and UVs
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the mathematics for working with objects in 3D and 2D spaces
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a variety of lighting models from creating flat shaded objects to highly reflective shiny surfaces
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bump maps for adding extra depth and dimension to surface textures
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special effects such as holographic, scrolling textures and surface deformations
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the variety of graphics buffers used in the rendering pipeline
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forward and deferred lighting
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surface, vertex and fragment shaders written in CG/HLSL
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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:
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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.
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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.
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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…..
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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!
Course Curriculum
Chapter 1: Introduction
Lecture 1: Welcome
Lecture 2: Join the H3D Student Community
Lecture 3: Contacting H3D
Lecture 4: FAQs
Lecture 5: Help! Why can't I see my shaders correctly?
Lecture 6: The Rendering Pipeline
Lecture 7: Your First Surface Shader
Lecture 8: Challenge
Lecture 9: Crash Course in Vector Mathematics
Chapter 2: Shader Essentials
Lecture 1: Variables and Packed Arrays
Lecture 2: The Anatomy of a Mesh and Shader Input
Lecture 3: Shader Properties
Lecture 4: Properties Challenge 1
Lecture 5: Properties Challenge 2
Lecture 6: Properties Challenge 3
Lecture 7: Properties Challenge 4
Chapter 3: Illuminating Surfaces
Lecture 1: Lambert & Lighting
Lecture 2: Normal Mapping
Lecture 3: Bumped Diffuse Challenge
Lecture 4: Visualising Normals
Lecture 5: Illumination Models
Lecture 6: Bumped Environments
Lecture 7: Bumped Environments Challenge
Lecture 8: Buffers and Queues
Chapter 4: The Dot Product
Lecture 1: The Dot Product
Lecture 2: Rim Lighting
Lecture 3: Logical Cutoffs
Lecture 4: Challenge
Chapter 5: Lighting
Lecture 1: Lighting Models
Lecture 2: Blinn-Phong Lighting & Surface Output
Lecture 3: Physically-Based Rendering
Lecture 4: Challenge 1
Lecture 5: Challenge 2
Lecture 6: Writing Your Own Lighting Model
Lecture 7: Challenge 3
Lecture 8: Challenge 4
Chapter 6: Passes & Blending
Lecture 1: The Alpha Channel
Lecture 2: Holograms
Lecture 3: Blending
Lecture 4: Leaves and Culling
Lecture 5: Blending Two Images
Lecture 6: Stencil Buffer
Lecture 7: Advanced Stencils
Chapter 7: Writing Vertex and Fragment Shaders
Lecture 1: The Anatomy of a Vertex/Fragment Shader
Lecture 2: Colouring by Vertices and Fragments
Lecture 3: Material Use
Lecture 4: Lighting
Lecture 5: Shadows
Lecture 6: Challenge 1
Lecture 7: Challenge 2
Chapter 8: Advanced Effects
Lecture 1: Vertex Extruding
Lecture 2: Outlining
Lecture 3: Glass
Lecture 4: Waves
Lecture 5: Scrolling Textures
Lecture 6: Challenge 1
Lecture 7: Plasma
Lecture 8: Challenge 2
Chapter 9: Volumetric Rendering
Lecture 1: Ray Marching
Lecture 2: More on Ray Marching
Lecture 3: Spherical Fog
Lecture 4: Rendering Fog Density P1
Lecture 5: Rendering Fog Density P2
Lecture 6: Volumetric Clouds Value Noise
Lecture 7: Programming Value Noise P1
Lecture 8: Programming Value Noise P2
Lecture 9: Programming Value Noise P3
Lecture 10: Integrating Colours and Depth
Lecture 11: Enhanced Noise
Lecture 12: Clouds On Camera P1
Lecture 13: Clouds On Camera P2
Lecture 14: Clouds On Camera P3
Lecture 15: Clouds On Camera P4
Lecture 16: References
Chapter 10: Final Words
Lecture 1: Where to Now?
Chapter 11: Appendices
Lecture 1: Appendix A – CG Function List
Lecture 2: Appendix B – Shader Cheat Sheet
Lecture 3: Appendix C – Credits and Extra Resources
Instructors
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Penny de Byl
International Award Winning Professor & Best Selling Author -
Penny Holistic3D
Academic, Author & Game Development Enthusiast
Rating Distribution
- 1 stars: 9 votes
- 2 stars: 25 votes
- 3 stars: 188 votes
- 4 stars: 972 votes
- 5 stars: 2160 votes
Frequently Asked Questions
How long do I have access to the course materials?
You can view and review the lecture materials indefinitely, like an on-demand channel.
Can I take my courses with me wherever I go?
Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!
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