
Explore Unity shader programming from basics to advanced techniques, building shaders and post-effects in Unity 5, mastering physically based rendering, global illumination, and diverse effects from textures to screen post-processing.
Explore basic shader creation in Unity, migrate legacy shaders, and apply shader properties to achieve diffuse realism for objects; learn how materials, renderers, and cg shader code drive appearance.
Set up a minimal Unity project, add a plane and two spheres, create a custom standard diffuse shader, and apply it to a material to test lighting and color.
Migrate from Unity 4 to Unity 5 by automatic upgrade or switching to the standard shader, backing up the entire project folder to preserve metadata and legacy shaders.
Migrate from Unity 4 to Unity 5 by converting legacy shaders to the standard shader, explore rendering modes such as transparent, cutout, and vertex lit, and note light intensity changes.
Learn how to define and expose shader properties in Unity using the properties block, creating GUI elements for colors, textures, sliders, and other types that drive material appearance.
Wire properties to a surface shader in Unity shader programming, exposing ambient color and a slider value from the materials inspector to drive albedo and alpha via pow.
Declare subshader variables that mirror properties from the properties block, link them to ambient color and color values via the materials inspector, and apply the slider value in the subshader.
Explore texture mapping and surface shaders, mastering diffuse shading, packed arrays, and how to add, scroll, and blend textures using UVs, normal mapping, and transparency.
Explore packed arrays in CG shaders, using color as a four-component factory with RGB and A aliases. Apply swizzling, smearing, and _mrc matrix access to albedo colors.
Apply textures to a Unity shader using UV mapping and 2D texture sampling; explore bilinear, trilinear, and anisotropic filtering, and implement scrolling textures for waterfalls and lava.
Learn to build a water effect shader by creating a standard surface shader, setting a main texture and diffuse tint, and animating UVs with scroll speeds.
Learn how normal maps replace per-vertex normals to fake smooth lighting on low-poly models, using Unity surface shaders and a normal map texture for realistic shading.
Create and customize a normal map shader in Unity by defining a custom shader, adding a normal map texture, unpacking normal data, and applying them to per-pixel lighting.
Explore implementing bump and normal maps in Unity shaders, adjusting bump intensity, normal intensity, glossiness, and metallic properties to illuminate a realistic albedo texture.
Explore creating a transparent shader in Unity, handling alpha blending, z-order, and render queues to render glass-like and other transparent materials with a texture's alpha channel.
Design a holographic shader that renders semi-transparent outlines of objects with noise, scan lines, and vibrations, using a lambertian reflectance model and alpha fade in Unity.
Create a silhouette shader in Unity that uses the dot product of view direction and world normal to form a rim-lit holographic edge, controlled by alpha and rim strength.
Learn how to pack grayscale textures into the rgba channels of a single texture and blend multiple textures for terrain shading in a memory-efficient shader.
Blend four terrain textures in a Unity shader using a blend texture and tiling data with the lerp function. Multiply final color by terrain tint colors and assign to albedo.
Learn to draw a circle around a unit on terrain in Unity using a custom radius shader, centering it and handling arbitrary terrain geometry with animation.
Learn to render a circle around a character by adjusting radius, center, and color in a Unity shader, using world coordinates, and a simple C# script.
Explore how lighting models drive pixel shade in Unity shaders, from Lambertian to Phong, and build custom diffuse and specular shaders for mobile-friendly rendering.
Write a simple lambertian lighting shader in Unity by sampling a texture with uv, applying n dot l lighting, and implementing a custom lighting function.
Create a toon shader in Unity with a custom lighting model and ramp texture, using clamp and point sampling to achieve sharp cel shading on 3D models.
Develop a toon shader in Unity using a ramp map to remap n dot l for stepped shading, or snap values for cell shading, with a cell shading level property.
Learn how to implement a Phong specular shader in Unity, comparing per-vertex and per-pixel techniques, and understand how view direction shapes specular highlights.
Implement a custom Phong lighting model in a Unity surface shader by defining a Phong lighting function, using hash pragma, and balancing diffuse and specular with a reflection vector.
Learn to implement a Blinn-Phong specular shader in Unity using the half-vector for efficient lighting, and to control diffuse and specular properties via a custom shader.
Explore Blinn-phong shading by using the half vector of light and view directions to compute a specular highlight, offering a lighter, more efficient alternative to Phong.
learn to create an anisotropic specular shader in unity to simulate brushed metal by stretching highlights perpendicular to groove direction, enabling stressed reflections and hair-like effects.
Implement anisotropic specular lighting in a Unity surface shader using a custom lighting function and anisotropic normal maps to create directional brushed-metal highlights.
Explore physically based rendering in Unity 5, from standard lighting models and metallic versus specular workflows to global illumination and light baking, including real-time shading trade-offs.
Explore transparency in PBR shaders with three modes—semi-transparent, fade, and cut out—using alpha or albedo maps, and build real-time mirrors with global illumination.
Create reflection probes to generate real-time or baked cube maps for reflections, using skyboxes and six-face textures, and bake reflections for static objects.
Explore how light probe groups enclose a volume to interpolate global illumination for moving objects, blending probes with skybox and light maps, and baking lights in Unity.
Explore vertex functions in Unity surface shaders to manipulate geometry by accessing vertex data, coloring, and animating vertices, including setting up a vertex function and preparing for DirectX 11.
Modify vertex positions with a sine wave using a vertex function to animate meshes, enabling dynamic effects like flags or ocean waves in Unity shader programming.
Animate vertices in Unity shaders using a sine wave to displace positions and modify normals, tuning wave speed, frequency, amplitude, tint, tiling, and colors for dynamic flag-like surfaces.
Use normal extrusion to alter geometry by moving vertices along normals with a shader. Expose extrusion amount from -1 to 1 via a vertex modifier and test on a bunny.
Learn to build an extrusion shader in Unity by writing a C# extruder script, swapping materials, and using an extrusion texture to control vertex displacement.
Explore a shader-based snow effect in Unity by turning snow white on sky-facing triangles and extruding vertices to simulate accumulation, providing a non-photorealistic starting point.
Develop a two-step Unity snow shader that colors sky-facing triangles and extrudes snow to simulate accumulation, using the dot product of snow direction and world normals.
Master volumetric explosions in Unity by replacing particle effects with evolving volumes, using a two-part shader: vertex deformation and surface coloring with ramp and noise textures.
Learn volumetric explosions in Unity shader programming by deforming a sphere with time and noise, sampling ramp and noise textures, and using ramp offset and clip range for control.
Develop vertex and fragment shaders with graph pass in Unity, build a simple base shader for a texture and color, and explore a glass shader for 2D games.
Learn how vertex and fragment shaders in Unity take a model through a vertex function to a fragment function, using the MVP matrix and textures to drive pixel color.
Learn to implement grab pass shaders in Unity to access the drawn frame for transparent effects. Build a grab pass shader and test it with a cube behind a quad.
Learn how grab passes drive a two-pass Unity shader, using a grab pass and fragment pass to sample the grab texture via the screen pose.
Learn to implement a glass shader with a graph pass texture, sharing a single grab pass across materials, and create distortion using a vertex and fragment shader sampling the texture.
Build a glass shader in Unity by combining bump maps and normal maps with a graph pass to distort the rendered texture, adjustable via a magnitude parameter and transparent rendering.
Write a 2D water shader in Unity by adapting a vertex and fragment shader with a Graph Pass technique, introducing noise texture, period, magnitude, and scale for animated water.
Explore how to create animated 2d water with time-based distortion using a sine wave, a noise texture, and world-space sampling to produce seamless, random waves.
Optimize Unity shaders for mobile by learning cheap shaders, built-in variables, half vectors, and profiling; implement diffuse textures, normal maps, and a custom Lambert lighting function to maintain visuals.
Master shader optimization by using half and fixed types, sharing UVs, and removing unnecessary inputs. Learn to manage lights with forward rendering rules to boost performance.
Learn to use the Unity profiler to isolate shaders and rendering, analyze CPU and GPU usage, and track draw calls and frame spikes in busy scenes.
Profile and optimize Unity shaders using the profiler to observe draw calls and gpu rendering. Learn mobile profiling to test performance on devices and reduce bottlenecks in textures and lighting.
Discover how to write a mobile friendly, high quality normal mapped specular shader for a mobile game by optimizing textures, using half view lighting, and enabling texture compression.
Optimize Unity shaders by excluding deferred lighting and no forward add declaration, enabling per-pixel lighting with a single directional light while other lights are per-vertex, using half vector for specular.
Learn to build real-time screen effects in Unity with render textures, a script-driven post-processing system, and shader-based per-pixel operations for brightness, saturation, and color correction.
Create a custom image effect with a grayscale shader, applied via on render image using a luminosity amount from 0 to 1, and disable if image effects are unsupported.
Explore creating and testing a grayscale screen effect in Unity by capturing the main camera's render texture, passing it to a shader, and applying per-pixel luminosity-based color transformation.
Learn to harness Unity's depth mode to access camera depth textures and create a scene depth effect shader that uses a depth power parameter to control depth-based visuals.
Explore pixel operations to apply brightness, saturation, and contrast for global color control in games. Implement image effects and shaders in Unity to achieve cohesive screen adjustments.
Edit the shader to expose brightness, saturation, and contrast properties, connect them to the cg program, and implement a brightness-saturation-contrast pipeline on render textures for screen effects.
Explore Unity shader programming to build post-processing image effects that adjust brightness, saturation, and contrast using a shader with dot-product luminance and editor-driven parameters.
Apply blend modes to merge a texture with a render texture using Unity shaders and image effects, including multiply, add, and overlay, for the production environment.
Implement a Unity shader based blend mode image effect with a blend texture and adjustable opacity. Explore multiply, add, screen, and overlay blends to reproduce Photoshop layer blending in games.
Apply an overlay image effect in Unity by implementing a per-channel overlay blend mode shader, wiring shader properties, and a C# script to feed render textures and opacity.
Create an old movie screen effect in Unity by layering sepia tone, vignette, and dust and scratches, and hook textures to gameplay events for cinematic mood shifts.
Build an old film shader effect in Unity by scripting a C# script and a surface shader, wiring sepia color, vignette, and textures for scratches, dust, and wig net.
Develop an old film effect shader in Unity, wiring script and shader variables for real-time texture processing. Implement vignette, scratches, dust, sepia, and contrast in the fragment program.
Create a film shader that blends dust and scratches with a sepia color using luminance from a render texture. Apply a vignette and final color composition to complete the effect.
Discover how a Unity shader recreates an old film look by animating UVs for flicker, applying scratches, dust, and vignette, and tinting via grayscale luminance and YIQ.
Create a night vision screen effect in Unity by layering a green tint, scan lines, noise, and vignette textures, controlled by a custom shader and script.
Learn to implement a night vision screen effect in Unity by wiring a shader with contrast, brightness, color, scanlines, and noise textures.
Create a night vision blend shader in Unity, combining barrel distortion, scan lines, and noise with brightness, contrast, and vignette adjustments for the final look.
Explore the night version shader, a modular post-processing effect using lens and barrel distortion, overlays, tiling, and a heat map with replace shaders.
Explore advanced shading techniques in Unity by leveraging built-in CG include files to create modular shaders, including a simple fur shader and heat maps using arrays.
Learn how to create and use custom CG include files in Unity to modularize shading code, define custom lighting models like half Lambert, and reuse across surface shaders.
Create a multi-pass fur shader in Unity using a fur texture and a distribution mask, apply thresholding and Perlin noise for variation, and organize code with a CG include.
learn how to create a fur shader using the shell technique, applying gravity, alpha-based length, and multiple passes to simulate layered hair while considering performance and wind tweaks.
Learn to create a heat map by passing point arrays to a shader and overlaying it on a real map texture.
Create a heat map shader in Unity by integrating a ramp texture, using point arrays with radii and intensities, and applying it to a material.
Course Introduction: Welcome to the "Comprehensive Unity Shader Programming: From Beginners to Advanced Techniques" course! This course is designed to equip you with the essential skills and knowledge needed to master shader programming in Unity. Whether you're just starting or looking to enhance your existing skills, this course will take you through a structured learning journey from the fundamentals to advanced shader techniques. You'll learn how to create stunning visual effects, optimize performance, and implement complex shaders using Unity's ShaderLab and CG programming. Get ready to dive into the exciting world of shader development and unleash your creativity in game and application development!
Section 1: Unity Shader Programming - Beginners
In this beginner's section of Unity Shader Programming, students are introduced to the fundamentals of shader programming in Unity 5. The journey starts with an overview of shader programming, highlighting the differences between Unity4 and Unity5 shaders. Students then delve into creating basic shaders through both theoretical and practical labs, gaining hands-on experience in shader development. Essential shader properties and variables are explored, including subshader variables and packed arrays, enabling students to customize shader behaviors. The section covers creating various types of shaders, such as scrolling textures, water effects, normal maps, and transparent shaders, providing a comprehensive understanding of shader functionalities. Advanced techniques like blending textures using Lerp, drawing circles in terrain, and implementing lighting models are also discussed. Students will write custom lighting, toon shaders, Phong shaders, Blinn Phong shaders, and anisotropic specular shaders. The section concludes with an introduction to global illumination (GI) and light baking, reflection probes, and light probe groups, equipping students with the foundational knowledge required for more advanced shader programming.
Section 2: Unity Shader Programming - Intermediate
Building on the basics, the intermediate section delves into more complex aspects of Unity shader programming. Students begin by learning about vertex functions and the animation of vertices, followed by extrusion shaders and creating unique effects like snow shaders and volumetric explosions. The curriculum covers the creation of fragment shaders, including the use of Grab Pass shaders for effects like glass and stained glass normals. Further, students explore writing and optimizing shaders for mobile platforms, utilizing the profiler to enhance performance. The section also introduces screen effects, custom shader image effects, and various visual adjustments such as depth effect, brightness, saturation, contrast, and blend modes. Unique effects like old film and night vision are explored in detail, providing students with the skills to create visually captivating shaders.
Section 3: Unity Shader Programming - Advanced
In the advanced section, students tackle the creation of custom CG Inc files and CG include shaders, enabling more efficient and reusable shader code. Advanced shader techniques such as creating fur and heat maps are covered, along with their practical applications and further exploration. This section equips students with the ability to develop highly complex and performance-optimized shaders for professional use. By the end of this section, students will have a comprehensive understanding of advanced shader programming concepts, preparing them for sophisticated shader development projects in Unity.
Course Conclusion: Congratulations on completing the "Comprehensive Unity Shader Programming: From Beginners to Advanced Techniques" course! Throughout this journey, you've gained a deep understanding of shader programming in Unity, starting from basic shader creation to advanced topics like custom lighting models, screen effects, and shader optimization. Armed with these skills, you're now equipped to create visually compelling games and applications, optimize shader performance, and experiment with cutting-edge shader techniques. Keep exploring, experimenting, and pushing the boundaries of what's possible with shaders in Unity. Happy shader programming!