Shader Development using Unity: Full Course

Published: 27 August 2016
on channel: Chayan Vinayak
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Get Course: http://shaderdev.com

This course is designed for the artists, technical artists and engineers, for anyone who wants to learn about Shader development, whether you are an absolute beginner or an intermediate Shader writer, by the end of this series you will have a better understanding of Shaders and several other graphics engineering concepts.
"I am fairly certain that Shader Development has never been taught like this before and you are going to love it."
We will be writing shaders from scratch but before we write a single line of code, I will explain the concepts on the drawing board and I will be handwriting all these terms as our brain uses that time to better absorb the concept

Aside from all the research that has gone into the content creation and design of this course, I have iterated this course several times to make them as simple as possible by breaking down complex concepts into simpler ones.

In this series, we will begin with the very basics of shader development: What is a Shader, what are its components, how they are executed by the hardware, what is rendering pipeline and what does it look like and then we will move towards further concepts like pattern creation, animation in shaders and then we will explore the whole world of lighting in shaders.

We will understand the math behind the equations used in the shaders step by step, if you are not coming from the math background that is totally fine, if you can add, subtract, multiply and divide, I will take care of explaining all the equations used in the shaders.

We will also understand vector calculations, dot product, cross product, matrix system, different types of matrices used in computer graphics, coordinate systems, coordinate spaces and their transformations.

We will be using Unity and CG-shader language to write the shaders but the concepts that we will use will be the same for almost every other shading language, whether you are using CG-shaders, OpenGl, HLSl or any other shader programming language.


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