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Shader Development using Unity
Shader Development
Introduction (3:40)
Course Preparation (4:29)
1. What is Shader? (7:45)
2. Working of a Shader (8:30)
3. Components of a Shader (12:30)
4. Bare-bones Shader (16:37)
5. Model-View-Projection Matrix (16:10)
6. Depth Sorting / Z-Sorting (11:59)
7. Sub Shader Tags (10:51)
8. Blending (16:07)
9. Texture Mapping (22:45)
10. Gradient Pattern (9:19)
11. Wave Functions (7:45)
12. Line Pattern (9:15)
13. Union and Intersection (6:39)
14. Circle Pattern (13:00)
15. Smoothstep (19:09)
16. Circle Fading Edges (9:59)
17. Pattern Animation (19:54)
18. Vertex Animation (20:24)
19. Normals (11:59)
20. Normal-Vertex Animation (8:14)
21. Rendering Pipeline - part 1 (20:29)
22. Rendering Pipeline - part 2 (19:48)
23. Normal Maps & Types (19:14)
24. Point and Vectors (11:30)
25. Vector Multiplication (20:45)
26. Normal Map Shader - intro (19:00)
27. DXT-Compression (6:08)
28. Normal Map Shader - part 1 (19:25)
29. Normal Map Shader - part 2 (12:09)
30. Outline Shader - intro (14:00)
31. Outline Shader - code (17:00)
32. Author's Check-in (1:14)
33. Multi Variant Shader and Cginc files (15:45)
34. Multi Variant Shader - part 1 (12:44)
35. Multi Variant Shader - part 2 (9:44)
36. Basic Lighting Model and Rendering Path - part 1 (18:29)
37. Basic Lighting Model and Rendering Path - part 2 (6:10)
38. Diffuse Reflection - intro (14:29)
39. Diffuse Reflection - code 1 (19:15)
40. Diffuse Reflection - code 2 (9:44)
41. Diffuse Reflection - Fix (13:30)
42. Specular Reflection - intro (19:29)
43. Specular Reflection - code 1 (16:44)
44. Specular Reflection - code 2 (17:29)
45. Ambient Reflection - intro (3:59)
46. Ambient Reflection - code (13:09)
47. Wrap up Basic Lighting Model (7:59)
48. Advanced Lighting Model (3:14)
49. Hemispherical Lighting Model (2:14)
50. Image Based Lighting (4:29)
51. Irradiance Environment Map (19:59)
52. Image Based Reflection - intro (14:14)
53. Image Based Reflection - code 1 (18:59)
54. Image Based Reflection - code 2 (18:44)
55. Image Based Refraction - intro 1 (8:59)
56. Image Based Refraction - intro 2 (22:30)
57. Image Based Refraction - code (16:14)
58. Image Based Fresnel - intro (17:14)
59. Image Based Fresnel - code 1 (18:14)
60. Image Based Fresnel - code 2 (10:29)
61. Coordinate Spaces (11:29)
62. Transforming Coordinate Spaces (17:44)
63. Shadow Mapping - intro (16:29)
64. Shadow Mapping - code (15:45)
65. Shadow Mapping - Glsl Compatible (6:29)
66. BRDF - intro (14:44)
67. BRDF - Spherical Coordinate System (6:44)
68. BRDF - Anisotropy - intro (6:29)
69. BRDF - Anisotropy - code 1 (17:14)
70. BRDF - Anisotropy - code 2 (10:29)
71. Profiling Shaders using Xcode (11:14)
6. Depth Sorting / Z-Sorting
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