
Explore building unity shaders: normal mapping for a 3d effect, texture mapping, holographic and water effects, lighting models including diffuse, Phong, and physical based, plus vertex distortion and glow.
Explore Unity's user interface, from the hierarchy window showing all game objects to the scene window and its move, rotate, scale tools, and the inspector for editing transform parameters.
Reources of this course could be found here
https://github.com/dainguyen6789/Introduction-to-Computer-Game-Graphic-with-Unity-Shader
Explore the property syntax in unity shaders and inspector gui naming. Learn common types such as text2d, 2d textures, float with range, integers, and color, with initial value.
Create a new property in the Unity shader named color 1 with an inspector-visible color and a 0–1 range slider initial value 0.1, and use it in the sub shader.
Apply texture mapping to a cheetah model by creating a texture shader and material, then assign a texture and adjust color to achieve a realistic look in Unity.
Declare x-direction speed and y-direction speed as shader properties with a 0–10 range and initial value 1, and define corresponding float uniforms under the sub-shader to enable UV scrolling.
Explore the phong lighting model by computing the normal, light direction, reflection vector, and view direction to derive the specular component, with the user-selectable specular parameter S.
This video will show you how to create the transparent material/object for your shader project
Explore how the fading property controls object visibility in unity by adjusting alpha values, creating a fading material, and applying it with the fade rendering mode.
Learn how to display vertex colors in Unity by building a vertex color shader, assigning it to a material, and using the vertex color function to render each vertex.
Apply the vertex extrude technique in Unity shader to push cheetah vertices along their normals, controlled by an extrude value from 0 to 1.
Create a Unity vertex and fragment shader to modify an object's color by wiring a material to a model, mapping textures with _MainTex and _Color.
Use GrabPass in Unity shaders to render objects behind a plane by capturing the frame buffer. Re-draw the grabbed texture to make the object visible in front of the plane.
Create a water effect in Unity by duplicating a normal material into a water effect shader, applying it to two planes, and driving vertex distortion with sin(Time * frequency).
Create a blend texture effect in Unity by wiring the blend texture, blend effect shader, and blend script to the main camera, then run the game to see the result.
Unity Shader Design with Unity 6, the content is given as follows:
Section 1: Basic Components and Structure in Unity Shader
Lecture 1:Lecture 2: Install Unity
Lecture 2:Lecture 3: Unity User Interface
Lecture 3:Lecture 4: Basic Control in Unity
Lecture 4:Create Your First Shader
Lecture 5:"Property" Concept in Shader
Lecture 6:Add "Property" to Your First Shader
Section 2: Using Property in Shader
Lecture 7:Normal Mapping In Shader
Lecture 8:_MainTex Property
Lecture 9:Create Property and Holo Graphic Shader
Section 3: Texture Mapping in Shader
Lecture 10:Add Texture to Your Shader
Lecture 11:Scrolling Texture with UV Value (Cont.)
Lecture 12:Scrolling Texture with UV Values (Cont.)
Lecture 13:Create Transparent Object with Shader
Section 4: Lighting Function
Lecture 14:Diffuse Lighting
Lecture 15:Phong Lighting
Lecture 16:Phong Lighting (Cont.)
Section 5: Physically Based Render
Lecture 17:Metallic Shader
Lecture 18:Transparent Shader
Lecture 19:Fading Shader
Lecture 20:Cutout Shader Material
Lecture 21:Mirror Shader
Section 6: Vertex Function
Lecture 22:Vertex Color
Lecture 23:Extrude Vertex
Lecture 24:Dynamic Vertex Position
Section 7: Fragment Shader and Grab Pass
Lecture 25:First Vertex and Fragment Shader
Lecture 26:Grab Pass to Draw Behind Object
Lecture 27:GrabPass with Stained Glass Texture
Section 8: Screen Effect with Render Texture
Screen Effect and Blend Texture Effect
Thank you and enjoy your course!!!