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Hey everyone!

The intro to shader coding stream recording is now live! There are timestamps in the beginning of the video as well as in the description, if you want to skip to a given section!

In addition, I thought I'd include the shader source code, with a ton of annotations describing every single part of it!

Feel free to use it as a reference or tweak it or whatever you want - I hope you find it useful. It's attached at the bottom of this post!

Also, the continuation of this stream is going live pretty soon!!

Intro to Shader Coding Part 2
Friday, Aug 9th
19:00 CEST / 10:00 am PDT / 1:00 pm EDT

And also, on Saturday!

Procedural Geometry in C#
Saturday, Aug 10th
19:00 CEST / 10:00 am PDT / 1:00 pm EDT 


Thanks again for all your support <3

// Freya

Files

Intro to Shader Coding in Unity - An Improvised Live Course

🔽 Click for Timestamps & Info This is a several hours long improvised live introductory course to shader coding in Unity! It has been slightly edited in the beginning to remove useless info and me messing around with the mic. The rest is the stream in its fullest! Timestamps available below! 💖 Patreon ❱ https://www.patreon.com/acegikmo 🐦 Twitter ❱ https://twitter.com/FreyaHolmer 📺 Twitch ❱ https://www.twitch.tv/acegikmo 💬 Discord ❱ https://discord.gg/v5VWuga 🌸 Instagram ❱ https://instagram.com/freya_holmer 2:00 - Pre-stream chatting Part 1: The Basics 28:53 - Shader vs Material 35:27 - Anatomy of Shaders 58:32 - Shader Code 1:09:20 - UV Coordinates 1:34:00 - Normals Part 2: Diffuse Lighting 1:48:05 - Lambert Shading & Dot Product 2:15:05 - Tonemapping & HDR 2:21:33 - Properties & Surface Color Part 3: Specular Lighting 2:30:30 - View Vector & World Position 2:48:38 - Phong BRDF & View Reflection 3:00:58 - Gloss & Interpolators Part 4: Manipulating Values 3:26:36 - Cel Shading & Thresholding 3:31:40 - Lerp, Inverse Lerp & Posterization 3:55:13 - Passing Data to Shaders 4:07:30 - Waves & Time Part 5: Showcase 4:31:29 - Water in Garden of the Sea 4:37:03 - SDF Raytracing in Garden of the Sea 4:41:53 - SDF Raytracing of a Fractal 4:48:40 - Flowstorm Gameplay 4:50:24 - Flowstorm Level Editor

Comments

xy double helix

if shit happens, it means my debit card crashed into the wall. The bank in my country is very strict.

xy double helix

I'm really bad at learning new libraries. I need to become smarter. Some libraries make me smash my head against the wall. One in particular, Compiler shit.