The complete shader development course
Learn about graphics pipeline, math fundamentals and how to write shaders to create extraordinary effects. Education that you need to become a graphics engineer.
Start learning from basics & fundamental and become a Pro!
Testimonials
After struggling with fundamental graphics math textbooks and different online resources, this course is a breath of fresh air!
- John Sollows
This course has opened up a new world for me. I am amazed how much one can achieve with just the help of shaders. Great Course.
- Sandeep Kumar
Great course so far, explanations, slides everything seems clear and top notch!
- Roman
I had an amazing time following this course. Thanks Chayan!
- Arturo Nunez
What are the requirements?
- Must have a computer with Unity on it
- Understanding fundamentals of shader writing
- Understanding general concepts of 3d-Graphics
- Understanding pattern creation in shader
- Understanding different lighting techniques
- Understanding Optimization Techniques
- Apply to Shader development jobs
What is the target audience?
- If you are an absolute beginner to shader writing
- If you are an intermediate shader writer
Sign up today, and here’s what you’ll get:
- Over 16 hours of meticulously produced content
- All the knowledge you need to get moving with Shader development using Unity
- 'Course Completion Certificate' (as per request).
- High quality videos of Visually explained concepts - 2K videos
- Slides of all the chapters for revision
- English subtitles for all the chapters (for non-native English speakers)
- Full shader code for all the shaders explained in the course
- Example Scenes with art assets
- All shaders updated for Unity 2020
- One seat per license
- Facebook group : https://www.facebook.com/groups/164967130841340 (join using your registered email id)
Watch full Preview videos for free!
Few visual examples from the course:
Course Curriculum
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PreviewIntroduction (3:40)
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StartCourse Preparation (4:29)
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Preview1. What is Shader? (7:45)
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Preview2. Working of a Shader (8:30)
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Preview3. Components of a Shader (12:30)
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Start4. Bare-bones Shader (16:37)
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Start5. Model-View-Projection Matrix (16:10)
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Start6. Depth Sorting / Z-Sorting (11:59)
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Start7. Sub Shader Tags (10:51)
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Start8. Blending (16:07)
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Start9. Texture Mapping (22:45)
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Start10. Gradient Pattern (9:19)
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Start11. Wave Functions (7:45)
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Start12. Line Pattern (9:15)
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Start13. Union and Intersection (6:39)
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Start14. Circle Pattern (13:00)
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Start15. Smoothstep (19:09)
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Start16. Circle Fading Edges (9:59)
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Start17. Pattern Animation (19:54)
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Start18. Vertex Animation (20:24)
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Start19. Normals (11:59)
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Start20. Normal-Vertex Animation (8:14)
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Preview21. Rendering Pipeline - part 1 (20:29)
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Start22. Rendering Pipeline - part 2 (19:48)
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Start23. Normal Maps & Types (19:14)
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Start24. Point and Vectors (11:30)
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Start25. Vector Multiplication (20:45)
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Start26. Normal Map Shader - intro (19:00)
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Start27. DXT-Compression (6:08)
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Start28. Normal Map Shader - part 1 (19:25)
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Start29. Normal Map Shader - part 2 (12:09)
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Start30. Outline Shader - intro (14:00)
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Start31. Outline Shader - code (17:00)
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Start32. Author's Check-in (1:14)
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Start33. Multi Variant Shader and Cginc files (15:45)
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Start34. Multi Variant Shader - part 1 (12:44)
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Start35. Multi Variant Shader - part 2 (9:44)
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Start36. Basic Lighting Model and Rendering Path - part 1 (18:29)
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Start37. Basic Lighting Model and Rendering Path - part 2 (6:10)
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Start38. Diffuse Reflection - intro (14:29)
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Start39. Diffuse Reflection - code 1 (19:15)
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Start40. Diffuse Reflection - code 2 (9:44)
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Start41. Diffuse Reflection - Fix (13:30)
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Start42. Specular Reflection - intro (19:29)
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Start43. Specular Reflection - code 1 (16:44)
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Start44. Specular Reflection - code 2 (17:29)
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Start45. Ambient Reflection - intro (3:59)
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Start46. Ambient Reflection - code (13:09)
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Start47. Wrap up Basic Lighting Model (7:59)
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Start48. Advanced Lighting Model (3:14)
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Preview49. Hemispherical Lighting Model (2:14)
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Start50. Image Based Lighting (4:29)
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Preview51. Irradiance Environment Map (19:59)
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Start52. Image Based Reflection - intro (14:14)
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Start53. Image Based Reflection - code 1 (18:59)
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Start54. Image Based Reflection - code 2 (18:44)
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Start55. Image Based Refraction - intro 1 (8:59)
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Start56. Image Based Refraction - intro 2 (22:30)
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Start57. Image Based Refraction - code (16:14)
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Start58. Image Based Fresnel - intro (17:14)
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Start59. Image Based Fresnel - code 1 (18:14)
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Start60. Image Based Fresnel - code 2 (10:29)
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Start61. Coordinate Spaces (11:29)
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Start62. Transforming Coordinate Spaces (17:44)
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Start63. Shadow Mapping - intro (16:29)
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Start64. Shadow Mapping - code (15:45)
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Start65. Shadow Mapping - Glsl Compatible (6:29)
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Preview66. BRDF - intro (14:44)
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Start67. BRDF - Spherical Coordinate System (6:44)
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Start68. BRDF - Anisotropy - intro (6:29)
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Start69. BRDF - Anisotropy - code 1 (17:14)
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Start70. BRDF - Anisotropy - code 2 (10:29)
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Start71. Profiling Shaders using Xcode (11:14)
Description :
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 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.
Course Registration is for an individual.
Your Instructor
Technical Artist, Facebook.
I have been working as a Technical-Artist for over 12 years. I have been fortunate enough to work on several world renowned games and platforms such as Instagram AR-effects, Star-wars Commander, Madden, NCAA, Club-Penguin etc. where I contributed by creating art asset pipelines, tools, writing game-play code, optimizing art assets, troubleshooting and solving problems with that I learnt several tips and tricks.
I have authored two online courses on one of the most difficult subjects to break down and explain using visual-style to make it simple for everyone to understand.
- Maya Python API and
- Shader Development.
I have directed and edited a documentary on meditation - "The Science and Spirituality of Meditation" which you can watch on iTunes and Amazon.
Linkedin : https://www.linkedin.com/in/chayan-vinayak-93019a7
Email : [email protected]