
Set up the project with the URP template in Unity, ensure compatibility with the latest editor version, and enable shader graph while removing unnecessary assets for a clean start.
Set up a Unity project with the universal render pipeline without the urp template, install urp via package manager, and configure an urp asset for shader graph workflows.
Set up the Unity project with the universal render pipeline, install the 2D Sprite package, and import the course assets to access shaders, models, and the Udemy shader graph assets.
Explore the basics of Unity materials and how to replicate them with Shader Graph, including base color, metallic and smoothness, normal, height, and occlusion maps, plus tiling and offset.
Set up a basic lit shader in Unity's URP by creating a shader graph, making a material from it, and applying it to objects to control color and metallic values.
Create color control in Unity's shader graph by adding a main color node and connecting it to the base color, enabling multiple materials with different colors from one shader.
Learn to apply textures in shader graph by sampling a texture 2d, multiply it with a main color, and preview it on materials.
Texture a modeled object by applying diffuse map, normal map, height map, metallic specular, and emission, then compare standard materials with a shader graph and explore UV mapping.
Apply normal maps in shader graph by sampling texture 2D and setting the normal type to normal for light reflection. Then adjust metallic, ambient occlusion, and emission textures for realism.
Add an emission texture to make specific parts glow by sampling and multiplying by the emission value, guided by UV maps and the diffuse texture.
Add tiling and offset vectors in the shader graph, connect them to the UV input, and set defaults to 1,1 and 0,0 to control texture repetition.
Review the core shader graph elements, including base map, metallic map, normal maps, height maps, ambient occlusion, and occlusion maps, and see how they combine in a standard shader.
Learn to create a glowing edge shader in Unity with a URP lit shader graph, apply a shiny edge material to a sphere, and explore force field and holographic effects.
Experiment with glowing edges on 3D objects in Unity using the Fresnel effect node and rim power to create a blue glow.
Switch from a lit material to an unlit shader graph material to ignore world lighting and let the final effect glow based on viewing direction for force fields and holograms.
Master scrolling lines in Unity's shader graph by driving line speed with a time-based offset to create a dynamic hologram or force field effect.
Learn how to fix texture issues in shader graph by ensuring textures are set to repeat, not clamp, to enable scrolling effects and proper tiling in Unity.
Explore a dissolve effect by hiding objects over time with a shader graph in Unity URP, building a scene and a dissolve shader with material, and applying them to objects.
Create a dissolve shader that makes objects disappear by driving alpha with a cutoff slider, switch to transparent, and reduce gloss with specular tweaks; then add a noise-based, uneven dissolve.
Learn to create a dissolve effect in Unity shader graph by adding simple noise, adjusting noise scale, and using a step node to threshold alpha for a foggy, randomized dissolution.
Enhance the dissolve effect by adding colored edges in the shader graph, adjusting edge size and edge color, and blending with the main color to reveal orange edge lines.
Enhance shader graph edges with HDR glow, then control exact color using color subtraction and clamp values before adding back the target hue for precise dissolving effects.
Control a dissolve shader via shader graph in Unity by exposing a cut off value in a Dissolve Controller script and updating each object's material instance through its mesh renderer.
Learn to control a dissolve shader graph in Unity with code, toggling dissolve with the D key and driving the cutoff via a dissolve amount and speed.
learn to refine a dissolve effect in shader graph by turning off shadows during dissolve and re-enabling them, then distract players with a particle system to hide shadow popping.
Learn to texture objects by world position using a URP lit shader graph, enabling rapid prototyping of large object fields with a simple material setup.
Learn to control ground texture with world position in shader graph by tiling using a split x and z, creating a grid effect; adjust grid size and offset for testing.
Explore how the triplanar node in Unity Shader Graph repeats textures in all directions and blends across surfaces, enabling seamless rock tiling on multiple objects with a simple grid setup.
Create a grass swaying scene in Unity by moving grass vertices with a shader graph. Use a common grass sway material and a grass group of instances for natural variation.
Discover how to displace vertices with a Unity shader graph to create grass sway, using offset vertex and a transform node to convert world space positions to object space.
Discover how to move grass in Unity with shader graph by applying a scrolling gradient noise to vertex positions, driven by a wind speed vector and time.
Adjust grass sway in shader graph by limiting bottom movement while letting the top wave, using uv-based height, a lerp between normal and adjusted positions driven by the y value.
Discover how subgraphs streamline Unity shader graphs by consolidating duplicate wind-noise groups for grass effects. Reuse a single subgraph with wind strength, scale, and vector inputs to output noise efficiently.
Create a toon shader with shader graph in Unity, building an unlit toon look that ignores lighting yet preserves shadows, and apply it to multiple scene objects with two materials.
Learn to add shadows in a toon shader using shader graph. Use main light direction, normal vectors, dot product, and a step-based lighting cutoff to create hard-edged toon shadows.
Extend a toon shader in Unity by adding a shadow color variable in shader graph and blending with the main color to produce colored shadows.
Add highlight effects to a toon shader in shader graphs, duplicating the toon shader, adjusting highlight cutoff and color, and multiplying by color to create shine with directional light.
Explore adding outlines to a toon shader in Unity using Fresnel effects and the inverted hull method, adjusting outline size and color for edges, with practical comparisons on different shapes.
Explore creating a separate outline shader graph in Unity’s urp, add an outline material, adjust thickness, and manage front-face transparency.
Create a toon water shader in Unity using an unlit shader graph, apply the water material to a plane, and simulate waves and foam while keeping the surface slightly transparent.
Use shader graph to animate a water surface in Unity by moving vertices with gradient noise. Scroll the noise with time and adjust speed, direction, size, and scale for waves.
Add foam to a moving water surface in shader graph by tuning foam speed, foam scale, and foam color, driven by gradient noise and lerp for edge interactions.
Create edge foam along water edges by turning the depth check into a shader graph sub graph and driving edge foam with a foam amount parameter.
Explore setting up a 2d parallax shader in unity using a sprite unlit shader graph, orthographic projection, and layered backgrounds to create depth.
Learn to build 2D parallax in Unity with shader graph. Create layered mountains and trees using tiling, offset, alpha sampling, controlled by parallax amount and speed relative to the camera.
Learn to constrain parallax direction using a parallax direction vector and the one minus trick. Multiply movement components by direction to keep vertical movement zero while the camera moves.
Attach a parallax cam script to the camera in Unity to move the camera with keyboard input, creating a 2d parallax effect while keeping depth fixed.
Learn how to create and develop your very own graphical effects and shaders using Shader graph in Unity, an industry-standard game development program used by large gaming studios and indie developers across the world.
In this course you won’t just be learning graphical concepts, but tying these concepts to real game development uses. You will have access to a course forum where you can discuss the topics covered in the course as well as the next steps to take once the course is complete.
This course has been designed to be easily understandable to everyone, so whether you’re a complete beginner, an artist looking to expand their game development range or a programmer interested in understanding the visual side of game dev, this course will help you gain a greater understanding of development.
At the end of this course you will have developed the ability to understand such elements as:
Working with Unity's built-in Shader Graph system
Develop a variety of shader types
Work with 3D and 2D visual effects
Creating shader's for practical use in your games
Adding effects like water depth, cel-shading, Parallaxing, Swaying Grass, Glowing Holograms, dissolving materials and more
Using both Texture and Vertex based effects
Learn to master nodes and combine them to create new effects
And much more
The course also includes a complete version of the project to use for your own reference to ensure everything in your game works as it should!
Start learning today and let me help you become a game developer!