
This is an overview of what you expecting from this course, you will learn the core concepts behind shaders and render pipelines in unity engine and we will cover the following topics where they increase in complexity as we proceed with the course:
2D fireball projectile shader graph
2D Wind Vegetation Shader Graph (Vertex Movement Tutorial)
2D Dissolve Shader Graph
2D Pixel Art Shader Graphs
Standard 3D Lit Shader Graph - Physics-Based Rendering (PBR) Material
3D Stylized Water Shader
3D Halftone Shader Graph
Sub-Surface Scattering (SSS) Shader Graph
Triplanar Shader Graph
Zelda Toon Shader Graph
Stylized Fire Projectile VFX
Fire Storm Axe Portal Punch VFX 1
Colors Theory (Choose the most pleasing color combinations of color)
In this video, you will understand the difference between the coded shader and shader graph by providing a simple example of a shader that changes the color of the texture or game object.
In this video, you will learn about a render pipeline and familiarize yourself with the three Unity render pipeline types.
Built-in Render Pipeline
Universal Render Pipeline (URP)
High Definition Render Pipeline (HDRP)
Learn how to create your first Unity URP project.
Learn how to upgrade your built-in render pipeline project o to URP.
In this video, you will create the simplest 2D shader ever, which is the default shader to render a 2D sprite.
Learn how to draw the flames texture in photoshop an then how to import them to Unity.
Create a unity shader graph to scroll a flames texture horizontally with tiling and offset, driven by time, and render via a line renderer using additive blending.
Colorize a texture in shader graph by blending two colors with an x-axis gradient, using a gradient node and blend value to drive a flame-colored texture.
Create a left-side mask for a flaming texture in Photoshop, import the mask into Unity, and build flame layers with shader graph: main, core, and smoke, plus glow and post-processing.
Learn to create a wind effect that moves vegetation by manipulating vertex positions in a world-space sprite shader, using time, noise, wind speed, and direction.
Learn to mask vertex movement for wind effects by separating wind speed and direction, and using a UV-based top mask to move only the sprite's upper region.
Learn to create and control metallic and smoothness in a shader graph by using metallic and smoothness maps with a controlling float, multiplying maps, and organizing parameters for realistic reflections.
Create and configure emission map nodes in a Universal Render Pipeline shader graph, using emission color in HDR, textures, and multiply operations to control glow and emissive areas.
Create a seamless texture in Photoshop to drive a vortex effect in Unity's shader graph, using gradient noise, polar coordinates, and a sample texture 2D.
Assemble four nested rings to form a magical portal vortex, using separate materials for outer black outline, main color ring, black core, and a bright highlight, adjustable via shader graph.
Organize shader nodes into normals and refraction groups, create foam with gradient noise, depth fade, and tiling, and control color, transparency, and motion to render edge foam on water.
Create a half tone shader graph to implement custom lighting that replaces shadows with a grid of dots, controlling base color, dots color, density, offset, shadow threshold, and outline.
Create a halftone shader using a Voronoi node by adjusting dot density, shadow thresholds, and sharp edges with step and one-minus nodes, and colorize using Lab nodes and optional textures.
Use a Fresnel and step node to generate a sharp, adjustable outline; invert colors to colorize it, apply an outline color, and explore half-tone effects under scene lighting.
Hello everyone, I’m Ramez Al Tabbaa, the developer of the AvoCuddle game on Steam and the Co-Founder of the Binary Lunar YouTube channel with more than 10k happy subscribers who enjoys more than 70 free tutorials; I have three years of experience in shader graph and gathered all my expertise in this 6 hours course. So, if you want to save time, effort, and money, this course is definitely for you.
Enter the shader graph world and bring your game visuals to life; this course will carry you from beginner to intermediate level in Shader Graph and VFX with steady steps.
Here is an overview of what you are expecting from this course; you will learn the core concepts behind shaders and render pipelines in the Unity engine, and we will cover the most used nodes in shader graph through the following topics where they increase in complexity as we proceed with the course:
2D fireball projectile shader graph
2D Wind Vegetation Shader Graph
2D Dissolve Shader Graph
2D Pixel Art Shader Graphs
Standard 3D Lit Shader Graph
3D Stylized Water Shader
3D Halftone Shader Graph
Sub-Surface Scattering (SSS) Shader Graph
Triplanar Shader Graph
Zelda Toon Shader Graph
Stylized Fire Projectile VFX
Fire Storm Axe Portal Punch VFX 1
Colors Theory
Always remember nothing is impossible with a strong will and consistency; your dreams are only limited by your imagination, so unleash your creativity and release your true protentional by understanding how Shader Graph works, then expanding your knowledge into endless possibilities.