ENROL TODAY

Your Ultimate Guide to Shader Graph for Beginners

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This course will guide you through the process of creating your own visual surface effects for colouring and lighting game objects. It gently covers the mathematics of light and surfaces and steps you through the recreation of some of the most popular shaders, including Fresnel, Complex Water, Holograms, Flowing Lava, Liquids, Fire, and more.  The shader concepts will be presented in an easy-to-understand manner to help grasp 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 Unity's Built-In, Universal, and High-Definition Render Pipelines.
Enroll $79.95

Course reviews

A shaderGraph course which will move Beginners well-up to Advanced, providing a lot of fundamental knowledge to move on with confidence in creating your own shaders. Recommended.
Rixx B.
Everything sounds and looks crystal clear. Very easy to understand and go along with the course.
Alex N.

Meet Your Instructor     
Penny de Byl

Professor of Games Development, Artificial Intelligence and Computer Science
About me
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.

01

Introduction

Welcome
02:59
Join the H3D Student Community
01:26
FAQs
00:16

02

Fundamentals

Installing Shader Graph
08:56
My First Shader
08:33
Vertex and Fragments
09:16
Shader Anatomy 101
10:10

03

Unlit Shader Basics

Flat Single Colour
11:54
Let's Talk About Colour
06:42
Using Positions for Colour
12:26
Using Normals for Colour
06:25
Mixing Colours
10:06
More on Mixing Colours
09:05
Adding a Texture
10:42

04

Lit Shader Basics

Lambert Lighting Model
15:14
Lighting Models
13:55
The Anatomy of PBR
10:10
Applying metallic and smoothness images.
09:22
Adding Intensity Sliders
09:39
Reflections
10:25
Reflections Part 2
06:13
Reflecting World Objects
11:22
Ambient Occlusion
11:15

05

Coordinate Spaces

Understanding Tangent, Object, View and World Space
13:42
Exploring the Object Space
12:07
Exploring the World Space
11:13
Exploring the View Space
12:07
Exploring the Tangent Space
13:16
Coordinate Space Challenge
15:18

06

Unity's Render Pipeline

An Overview of Unity's Render Pipelines
06:39
A first look at the Universal Render Pipeline
09:43
A Short Interlude to Explore Subgraphs
05:13
A first look at the High Definition Render Pipeline
10:26
Bent Normals
02:30
Forward and Deferred Rendering
05:37

07

Blending

Basic Blending
09:24
Linear & Colour Burn Blending
08:11
More Blending Modes
07:28
Darkening Blend Modes
10:46
Lightening Blend Modes
10:35
Contrasting Blend Modes
09:25

08

Essential Concepts You Should Know

Time
11:08
Rotating with Time
10:41
Lerping
11:11
Lerping a Liquid Part 1
09:29
Lerping a Liquid Part 2
12:27
Tiling
10:17
Masking
11:59
Animating Masked Glow
08:09

09

Procedural Generation

What is procedural generation?
06:59
Noisy Vertex Displacement Part 1
10:37
Noisy Vertex Displacement Part 2
07:06
Simple Noise Wood Grain
14:54
Enhanced Wood Grain
10:34
Tiles
09:16
Procedural Shapes
09:23
Voronoi Diagrams
07:44
Simple Fire Part 1
12:08
Simple Fire Part 2
14:27
Complex Fire
12:39
UV Ripple
09:58

10

The Illusion of Depth

Depth Illusion Shaders
11:01
Bump Mapping
04:44
Normal Mapping
14:18
Normal Blending
09:33
The Importance of a Normal's Z
11:55
Scrolling Normals
15:20

11

Working with Scene Depth

Depth Intersection
13:03
Texturing the Depth Intersection
08:40
Expanding the Intersection Zone
10:09
Creating a Forcefield Part 1
08:27
Creating a Forcefield Part 2
10:37
Water with Depth
11:29

12

Tricks of Light

Crystals Effects
13:07
Holograms
08:44
Refraction
10:09
Ice
12:47
Iridescence
12:48

13

Project: Advanced Water

Advanced Water Project Part 1: Flowing Water
12:39
Advanced Water Project Part 2: Refraction
09:17
Advanced Water Project Part 3: Pool Water
07:54
Advanced Water Project Part 4: Pool Normals
13:14
Advanced Water Project Part 5: Vertex Displacement
08:18
Advanced Water Project Part 6: Foam
08:26
Advanced Water Project Part 7: Particle Splashes
11:48
Advanced Water Project Part 8: Final Colouring
08:47

14

Final Words

Some Final Words from Penny
01:28
Where to now?
00:06