
Learn how shaders drive game visuals in Unity3D with Shader Graph, and how GPU-driven rendering and shading techniques produce unique, realistic, or cartoony looks.
Create your first shader with shader graph, using an unlit graph, adding a color property, and building a material to preview on a quad.
Learn the only reason for a shader: to color a pixel, by controlling each pixel in parallel on the GPU. Understand vertex data, shader graph code, and real-time lighting performance.
Learn to draw a vertical line on an object using a shader graph in Unity3D, by comparing pixel x coordinates and coloring segments accordingly.
Add position and line width shader properties with sliders to control a centered vertical line from outside the material, and add a color property for external control.
Draw a plus sign on a court using Shader Graph, with color, width, and position controllable from outside the materials.
Create a plus sign shader in Unity3D using Shader Graph by duplicating line shaders, manipulating pixel colors according to the y position, and applying the result to a material.
Discover how to use sub graphs in shader graph to save and reuse custom graphs, create a hub graph that draws a line, and add a y position property.
Create a circle shader in Unity using Shader Graph by analyzing pixel distance from the center, squaring coordinates, and comparing to a configurable radius to color pixels.
Learn to control a circle's position in a shader by adding properties that shift its x and y coordinates in Shader Graph within Unity3D.
We explore coordinate spaces in Unity3D with shader graph, comparing world space and object space for line shaders and noting tangent space and Earth space as future topics.
Explore how textures map to 3D objects in Unity shader graph, using sample texture, texture coordinates, and master node connections to render a textured cube.
Create a gradient shader in Unity3D Shader Graph by manipulating pixel colors with object-space coordinates, producing vertical and left-to-right gradients, and blending with a color property and a power node.
Create a ghost shader in Unity shader graph to achieve gradient transparency. Import a robot model, set render type to transparent, and apply gradient translucency in view space.
Learn how to animate shaders in Unity using a time node to drive UV scrolling, with separate x and y speed controls and offset tiling techniques.
Create a hologram shader by masking parts of the object. Use mask textures, tiling and offset, screen position, and time to drive alpha through the master node.
Explore vertex manipulation in shader graphs by displacing the y coordinates of the cube’s upper-half vertices, using position, branch, and displacement to control mesh height in Unity.
Complete the wind effect assignment by creating a tree shader with a time node and vertex math, using a low poly asset from the asset store.
Create a wind displacement shader in Unity3D Shader Graph that displaces vertices horizontally by wind direction and height, with higher y yielding displacement, driven by wind speed and sine time.
Learn to create physically based rendering shaders in Unity using Shader Graph, exploring albedo, normals, metallic, smoothness, emission, and occlusion to achieve realistic lighting and energy-conserving materials.
Explore the normal vector and dot product, the surface data used in 3D modeling, the magnitudes times cosine formula, and their role in shader lighting and transparency effects.
Explore how normal mapping uses rgb channels of 2d textures as normal vectors to influence lighting and create detail. Apply a second pbr shader with a normal map for realism.
Create a glow shader using emission in Unity and control its color with a C# script, assign material, and add a mesh collider so the object glows on mouse over.
Create an earth object in Unity using textures from the resources, applying the concepts learned so far.
Create an earth shader in Shader Graph by setting albedo and a normal map, configuring texture types, and applying the material to spheres to preview reflections.
Create a texture property for a specular map to differentiate reflective oceans from continents, wire it into the shader, and set reflectivity power to 1.5 as a step toward realism.
Add satellites to earth and set sun as directional light; render city lights on dark side via dot product of sun direction and surface normal in shader graph with texture.
Explore creating cloud textures in Unity shader graph by applying a cloud texture to an earth sphere, enabling transparency, shadows, and albedo adjustments with a custom PBR shader.
Finish the earth shaders by adjusting sun reflection brightness, refining smoothness in the shader graph, adding a bright atmospheric outline via emission, and rotating the earth with a C# script.
Hello! Welcome to the world of shaders!
This is not only a course on shader graph, this is also an introduction to shader development. Shader development was not so easy in the past. You had to learn how to write shader code and also need mathematical skills. Most indie game developers omit it up to an advanced level. But today this is changed with shader graph.
In this course, we will start from the basics and create complex shaders in later chapters with shader graph. We will also learn several concepts on graphics programming and at the end of the course you will be comfortable to create your own shaders.
Complex Shaders which we are going to create are:
*Ghost Shader
*Simple Hologram Shader
*Wind Effect Shader
*PBR Shader
*Glowing Effect Shader
*The Earth Shader
*Code Rain Effect(Matrix) Shader(Coming soon)
*Teleport Shader(Coming Soon)
*Snow Shader(Coming Soon)