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30-Day Money-Back Guarantee

This course includes:

  • 10 hours on-demand video
  • 22 articles
  • 69 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
Development Game Development Unity

Shader Development from Scratch for Unity with Cg

Learn to program the graphics pipeline in Unity for creating unique visual surfaces for game objects.
Rating: 4.7 out of 54.7 (2,457 ratings)
13,873 students
Created by Penny de Byl, Penny @Holistic3D.com
Last updated 11/2020
English
English, Portuguese [Auto], 
30-Day Money-Back Guarantee

What you'll learn

  • Use Unity Shaderlab to create their own shader effects with CG/HLSL.
  • Apply their knowledge of simple mathematics to change the visual surface of virtual objects.
  • Work with mesh vertices and textures to develop unique rendering effects.
  • Demonstrate a knowledge of the graphics pipeline and apply it to problem solving shading issues.
Curated for the Udemy for Business collection

Course content

11 sections • 77 lectures • 10h 26m total length

  • Preview02:36
  • Preview01:15
  • FAQs
    00:25
  • Help! Why can't I see my shaders correctly?
    00:40
  • The Rendering Pipeline
    03:20
  • Preview12:31
  • Challenge
    00:16
  • Crash Course in Vector Mathematics
    06:10

  • Variables and Packed Arrays
    14:01
  • The Anatomy of a Mesh and Shader Input
    06:01
  • Shader Properties
    15:55
  • Properties Challenge 1
    00:11
  • Properties Challenge 2
    00:11
  • Properties Challenge 3
    00:10
  • Properties Challenge 4
    00:21

  • Preview02:46
  • Normal Mapping
    17:01
  • Bumped Diffuse Challenge
    00:08
  • Visualising Normals
    02:57
  • Illumination Models
    03:59
  • Bumped Environments
    13:47
  • Bumped Environments Challenge
    00:12
  • Buffers and Queues
    07:21

  • The Dot Product
    07:00
  • Quiz
    5 questions
  • Rim Lighting
    10:04
  • Logical Cutoffs
    11:51
  • Challenge
    00:10

  • Lighting Models
    05:44
  • Blinn-Phong Lighting & Surface Output
    08:51
  • Physically-Based Rendering
    11:39
  • Challenge 1
    00:18
  • Challenge 2
    00:20
  • Writing Your Own Lighting Model
    15:44
  • Challenge 3
    00:09
  • Challenge 4
    00:14

  • The Alpha Channel
    08:34
  • Preview09:50
  • Blending
    13:07
  • Leaves and Culling
    05:17
  • Blending Two Images
    11:00
  • Stencil Buffer
    10:22
  • Advanced Stencils
    13:45

  • The Anatomy of a Vertex/Fragment Shader
    07:46
  • Colouring by Vertices and Fragments
    17:40
  • Material Use
    11:52
  • Lighting
    05:54
  • Shadows
    09:47
  • Challenge 1
    00:08
  • Challenge 2
    00:07

  • Vertex Extruding
    07:10
  • Outlining
    11:21
  • Glass
    10:33
  • Waves
    10:41
  • Scrolling Textures
    09:09
  • Challenge 1
    00:13
  • Plasma
    10:47
  • Challenge 2
    00:06

  • Ray Marching
    19:43
  • More on Ray Marching
    19:43
  • Spherical Fog
    18:02
  • Preview16:40
  • Rendering Fog Density P2
    07:03
  • Volumetric Clouds Value Noise
    17:45
  • Programming Value Noise P1
    19:59
  • Programming Value Noise P2
    14:23
  • Programming Value Noise P3
    11:31
  • Integrating Colours and Depth
    15:16
  • Enhanced Noise
    13:18
  • Clouds On Camera P1
    20:02
  • Clouds On Camera P2
    13:52
  • Clouds On Camera P3
    19:44
  • Clouds On Camera P4
    12:01
  • References
    00:09

  • Where to Now?
    11:16

Requirements

  • You should be familiar with the Unity Game Engine.
  • You should be able to program in a procedural language such as C#.

Description

Now Updated for Unity 2017 to 2019

This course presents a comprehensive guide to programming with Cg and High Level Shader Language in Unity's Shaderlab, to create your own visual surface effects for colouring and lighting game objects. It covers the mathematics of light and surfaces and steps you through the recreation of some of the most popular shaders. Many computer graphics concepts will be presented to help you understand the graphics pipeline and provide you with an essential toolkit of rendering knowledge, that will have you developing your own transparent, animated and texturised shaders in no time.

In this course, Penny teaches all the invaluable skills you will require to program the computer graphics pipeline in Unity from scratch using her internationally acclaimed teaching style and knowledge from over 25 years working with games and graphics.  But hold on tight as you'll be taken on a journey across the computer graphics realm as it is taught to post-graduate university students. Through detailed descriptions and hands-on workshops examining all you need to know about rendering queues, vector mathematics, graphics buffers, colour theory, 3D meshes, texture mapping, lighting models and much more.

Learn how to program and work with:

  • variables and packed arrays

  • meshes, vertices and UVs

  • the mathematics for working with objects in 3D and 2D spaces

  • a variety of lighting models from creating flat shaded objects to highly reflective shiny surfaces

  • bump maps for adding extra depth and dimension to surface textures

  • special effects such as holographic, scrolling textures and surface deformations

  • the variety of graphics buffers used in the rendering pipeline

  • forward and deferred lighting

  • surface, vertex and fragment shaders written in CG/HLSL

  • volumetric rendering

Contents and Overview

After diving right in and creating your very first shader from scratch, we will begin the lessons by examining how 3D models are structured and how that is used within shader code to colour and display the surface in computer graphics. You'll discover all the properties of a shader and how they can be controlled in code and via values fed in through Unity's Inspector.

Following this, we will examine a variety of lighting models and how lights and surface textures can influence the final look of a render. Included here, an overview of the buffers involved in the rendering queue will be given with practical examples for creating special effects that require more than one draw call. Students will also be exposed to the power of vector mathematics and especially the dot product and its role in creating beautiful effects such as outlines, rim lighting and holograms. In addition, issues surrounding transparency and blending will be discussed along with many practical hands-on workshops in which students can flex their newfound skills to interrogate the code they write for better understanding.

The next section brings together all the skills learned throughout together, to develop some of the more popular complex shaders including animated plasma and animated water with waves.

Finally volumetric shaders are covered in which you will follow along to create special effects such as fake geometry, fog and clouds.

What students are saying about this course:

  • This is the best course I've ever taken. It is perfect for me. I worked for 15 years in feature animation. A large part of my career was spent developing shaders for a proprietary renderer. This course has already helped me to bring the value of my previous experience into Unity.

  • Best shader course I've come across. There are enough and more tutorials on youtube to teach you how to develop your own shaders, but nothing falls into the class of Penny's tutorials. They are clear and to the point. Really happy about this one.

  • Wow! Thank you so much! If there were 10 stars - this course would deserve it. Going from absolutely knowing nothing about Shader writing to have a profund understanding about it.....

  • I wanted to let you know that I just finished your shader course and thought it was fantastic. It was a pleasure to take the course and finally get a grasp on a topic that seemed so foreign to me not so long ago. Your teaching style and personality really worked for me and made learning a breeze!

Who this course is for:

  • Anyone fascinated by the way computer graphics works.
  • Anyone wanting to understand how to write their own shaders.
  • Anyone who loves the visual effects that can be achieved through simple code and mathematics.

Featured review

Bartosz Wieczerzak
Bartosz Wieczerzak
49 courses
7 reviews
Rating: 5.0 out of 5a year ago
Great course. I learned a lot about how shaders works - it's very pragmatic in approach and teaches you how to write shaders on very concrete topics. One thing i would add here is a little bit more formal explanations of language structure itself - i'm experienced coder so it wasn't hard to me but shader language can get complicated pretty quickly withoul basics.

Instructors

Penny de Byl
International Award Winning Professor & Best Selling Author
Penny de Byl
  • 4.7 Instructor Rating
  • 15,309 Reviews
  • 91,399 Students
  • 20 Courses

Hi, I'm Dr Penny de Byl.  I'm a full stack developer of most things computer sciency and academic with a true passion for teaching.  I've been teaching others about games development, programming, computer graphics, animation and web design for over 25 years in universities in Australia and Europe at the full professor level. I've also consulted for Unity, SAE, the Australian Institute of Entertainment and Wikitude. My best selling textbooks including Holistic Game Development with Unity are used in over 100 institutions world-wide.  My graduates work at companies like Apple, Ubisoft, LinkedIn and Deloitte Digital.

I have an honours degree in computer graphics and a Ph.D. in artificial intelligence for games characters.  Over the course of my career I've won numerous awards for teaching excellence at the state, national and international levels including the Australian Learning and Teaching Council's Excellence in Teaching Award and the Unity Mobile Game Curriculum Competition. My approach to teaching computer science and related fields is project-based giving you hands-on workshops you can immediately get your teeth into.

I want you to leave my virtual classroom fully armed with a toolkit of skills for life-long learning.  I'm excited to now be focussing my efforts full-time on Udemy to bring my years of knowledge and experience to those eager to learn about technology.


Penny @Holistic3D.com
Academic, Author & Game Development Enthusiast
Penny @Holistic3D.com
  • 4.7 Instructor Rating
  • 15,328 Reviews
  • 91,419 Students
  • 20 Courses

Hi, I'm Dr Penny de Byl.  I'm a full stack developer of most things computer sciency and academic with a true passion for teaching.  I've been teaching others about games development, programming, computer graphics, animation and web design for over 25 years in universities in Australia and Europe at the full professor level. I've also consulted for Unity and SAE. My best selling textbooks including Holistic Game Development with Unity are used in over 100 institutions world-wide.  My graduates work at companies like Apple, Ubisoft, LinkedIn and Deloitte Digital.

I have an honours degree in computer graphics and a Ph.D. in artificial intelligence for games characters.  Over the course of my career I've won numerous awards for teaching excellence at the state, national and international levels including the Australian Learning and Teaching Council's Excellence in Teaching Award and the Unity Mobile Game Curriculum Competition. My approach to teaching computer science and related fields is project-based giving you hands-on workshops you can immediately get your teeth into.

I want you to leave my virtual classroom fully armed with a toolkit of skills for life-long learning.  I'm excited to now be focussing my efforts full-time on Udemy to bring my years of knowledge and experience to those eager to learn about technology.

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