Summary of Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]

This is an AI generated summary. There may be inaccuracies.
Summarize another video · Purchase summarize.tech Premium

00:00:00 - 01:00:00

This video covers the basics of shaders, blending, and textures. It explains how to create a basic shader file in Unity, and shows how to use specific tags to define how the shader should be used.

  • 00:00:00 Shaders are code that runs on a graphics card to render graphics onto a screen. In this video, the creator shows examples of how shader code can be used to create effects in a game.
  • 00:05:00 Shaders are used to create a variety of effects in video games, from simple textures and glowy stripes to more complex effects like refraction and distortion. In this video, Simply demonstrates how to break down a shader into its individual parts, and how to use these parts in different ways to create complex effects.
  • 00:10:00 Shaders can be used to create effects such as smoke, shadows, and skin. In this video, the basics of shaders are discussed, including how to create a mesh, textures, and effects.
  • 00:15:00 In this video, shader basics, blending, and textures are discussed. One thing that is discussed is the use of shaders in video games. Various surfaces, such as the lower lip, cheeks, and nose, are shown to have different properties depending on the shader used. Normal maps are also discussed, and how they can be used to add extra detail to meshes without the need for extra geometry. Finally, a game example is given of Overwatch. In this game, various effects are rendered differently depending on the shader being used.
  • 00:20:00 In this first video of a series on shader basics, we learn about the basics of shader technology and how it can be used in video games. We then look at an example of a shader in use - Tracer - and see how it renders differently to other characters according to the direction from which they are facing. We then look at another shader, Fresnel, and see how it can be used to create an outline effect around objects. Finally, we look at a third shader, Winston's shield, and see how it can be used to create different effects on different parts of an object.
  • 00:25:00 Shaders are used to expand the visual horizons of game developers. They allow for things like dynamic textures and effects, as well as allowing for a more specialized experience with graphics. One of the most important things to understand about shaders is that they require a bit of coding to be implemented.
  • 00:30:00 In this video, Shader Basics, Blender & Textures, Shaders for Game Devs, Part 1, shader basics are covered. Two sets of cameras are created, one for the player's head when they teleport, and the other for the player's body. The first set of cameras are rendered, and depth buffer hackery is used to render the second set of cameras on top of it. There is no render texture, all the graphics is just in the frame buffer. This allows for weird side effects due to depth buffer hackery, but it usually works out. It is hard to tell the difference between a coder making a shader using nodes vs an artist making a shader using nodes, because both can be done using nodes. Sometimes you need an art director to help guide the coder. There are many different ways to generate textures, including using Substance Painter. Substance Painter is a really good tool for generating textures.
  • 00:35:00 A shader is a set of properties and input data for a Unity file. A shader can have colors, textures, and meshes.
  • 00:40:00 The vertex shader in Unity renders the vertices of a mesh in clip space, which is a normalized space relative to the current view or render target.
  • 00:45:00 The video discusses the basics of shaders and how they work. It explains that a vertex shader processes each vertex of an object, while a fragment shader renders each fragment of that vertex. This video also covers how to create a shader file, and how to keep track of all the layers of the shader pipeline.
  • 00:50:00 This video covers the basics of shaders, blending, and textures. It explains how to create a basic shader file in Unity, and shows how to use specific tags to define how the shader should be used.
  • 00:55:00 In this video, shader basics are discussed, including functions for blending and textures. It is noted that shader code is often written in a confusing order, and that uniforms are used to store data for different materials. Finally, a mesh data structure is introduced.

01:00:00 - 02:00:00

Shaders are a necessary part of any game development, and understanding the basics of shading can help you achieve more with less in your art. In this first part of a two-part tutorial, the author explains the basics of shaders, including how to scale coordinates, modify data, and blend colors. Next, the author demonstrates how to use an offset parameter to blend colors between two different colors.

  • 01:00:00 This video discusses the basics of shaders and textures, and shows how to use them in game development.
  • 01:05:00 The vertex shader in Unity passes data to the fragment shader, which uses that data to render pixels on the screen. The vertex shader in Unity can pass data in the form of interpolators, which are structures that contain data for a specific uv channel and position.
  • 01:10:00 In this video, shader basics are talked about, including blending and textures. Finally, the vertex shader is discussed, where interpolators are defined.
  • 01:15:00 In this video, Unity shader basics are covered, including vertex interpolation, fixed and half precision, and vector types. Lower precision data types are also discussed. Finally, lower precision arrays are demonstrated.
  • 01:20:00 Shaders allow developers to create graphics that look more realistic than those achievable with traditional programming. This first video explains the basics of shaders, blending and textures.
  • 01:25:00 In this video, Shader Basics, Blending & Textures, shader basics are discussed, including how to replace x and y with r and g for red and green, and how to swizzle channels. Textures and blending are also discussed, with various examples. Finally, compatibility is discussed for shaders written in shader lab OpenGL, Vulcan, Unity Cross Platform, and Rust GPU.
  • 01:30:00 Shaders are a necessary part of any game development, and understanding the basics of shading can help you achieve more with less in your art.
  • 01:35:00 Shaders allow game developers to create renderings that look more realistic. In this tutorial, we explore the basics of shader basics, blending, and textures.
  • 01:40:00 In this video, shader basics are discussed, including how to pass the normals of an object through to the end user. There are a few caveats to keep in mind when using shaders, such as the fact that you can divide by zero and can get nan propagation in your rendering pipeline. However, shaders are still able to produce valid renders.
  • 01:45:00 In this video, the basics of shaders are covered, including how to use Unity's built-in shaders, how to create and use custom shaders, and how to debug shaders. Finally, UV coordinates are discussed, and how they correspond to 2D coordinates.
  • 01:50:00 Shaders allow developers to model 3D objects and assign different colors to different parts of the object according to coordinates on a mesh. In this first part of a two-part tutorial, the author explains the basics of shaders, including how to scale coordinates, modify data, and blend colors. Next, the author demonstrates how to use an offset parameter to blend colors between two different colors.
  • 01:55:00 Shader basics covered in this video include how to blend two colors together based on a coordinate, how to remap the x coordinate of the uvs, and how to create a gradient.

02:00:00 - 03:00:00

This video discusses the basics of shader programming, including how to create textures, blend colors, and create effects. It also covers how to use the depth buffer and how to optimize rendering by skipping fragments that would occur if the fragment shader was called.

  • 02:00:00 Shader basics covered, including how gradients can be clamped between 0 and 1 and how to use the "saturate" function to clamp values.
  • 02:05:00 This video covers shader basics, blending and textures. It covers how to do linear inverse smoothstep and saturate using the standard library in Unity.
  • 02:10:00 In this video, Shader basics, blending and textures are covered. The first part of the video covers the basics of shader functions, waves and triangles waves. The second part of the video goes into more in-depth detail about preprocessor defines for tau, remapping coordinates between negative one and one to zero to one and one.
  • 02:15:00 The video discusses the basics of shader programming, specifically discussing the use of vertex and fragment shaders. It explains that vertex shader output is used to provide data to the fragment shader, which then sets the clip space position of each vertex. Interpolators are used to pass data between the vertex and fragment shaders.
  • 02:20:00 In this video, the basics of shader programming are covered, including how to set interpolators and blend data across vertices. Next, a wave pattern is generated over UV coordinates, and the viewer is shown how to change the domain of the shader to generate waves in any direction.
  • 02:25:00 This video discusses how to create basic shaders to create effects in 3D space. The user shows how to create a wave along a y-axis, and how to make it wiggle. They also show how to create a drill, and how to animate it.
  • 02:30:00 In this video, shader basics, blending & textures are discussed. Various errors with the current shader are identified and corrected. A blending equation is created and explained, and pre-multiplied alpha is discussed.
  • 02:35:00 This video covers the basics of shaders, blending, and textures. The first part of the video covers blending, and additive and multiplicative blending. The second part covers transparency and how to handle shaders when transparent objects are included.
  • 02:40:00 Shader basics, blending and textures - Shaders for game developers [Part 1] discusses how shaders work in relation to the depth buffer. The depth buffer is used to optimize rendering by skipping fragments that would occur if the fragment shader was called. Multiple transparent objects can cause fill rate issues if not handled properly.
  • 02:45:00 In this video, the basics of shaders are discussed, including how they are used in game development. The render pipeline is described, and it is noted that transparent geometry should be rendered after opaque geometry in the render queue. Finally, backface culling and backface calling are explained.
  • 02:50:00 In this video, shader basics are discussed, including how to create highlight circles around objects with effects, how to blend colors, and how to use the depth buffer.
  • 02:55:00 The video covers shader basics, including how to create and manipulate textures, blend colors, and create effects such as emission and distortion. It also discusses vertex offset, a common technique used in shader programming.

03:00:00 - 03:50:00

This video discusses the basics of shaders, blending, and textures. The instructor goes over how to create a shader, set up the texture, and use it to create different effects. The video also covers how to use different types of blending and how to create textures with varying levels of detail.

  • 03:00:00 This video covers the basics of shaders, blending, and textures. It explains how to create a basic water shader in Unity using waves as a parameter.
  • 03:05:00 In this video, a shader basics lesson covers how to create a ripple effect using a wave function in the fragment and vertex shaders.
  • 03:10:00 The video covers the basics of shaders, blending, and textures. It shows how to create a new shader, set up the texture, and use it to create a wave texture.
  • 03:15:00 This video goes over the basics of shaders, blending, and textures. It explains the use of tiling and offset values for scaling and mapping textures, as well as how to do it manually.
  • 03:20:00 In this tutorial, the basics of shaders and blending are covered. World coordinates are passed from the fragment shader to the vertex shader, and vertices can be rendered with the correct position by using the world coordinates.
  • 03:25:00 In this video, the author demonstrates how to use a shader to texture a plane with a pattern. He explains that the shader can be replaced with anything, and that normal maps can be used to create textures with varying levels of detail.
  • 03:30:00 In this video, shader basics, blending, and textures are discussed. Single channel textures, render textures, and texture formats are all discussed. The wave example is used to demonstrate how textures can be used to create effects that are not possible with math only.
  • 03:35:00 Shaders can be used to create textures that look different depending on their location in space, and can be blended between to create more realistic results.
  • 03:40:00 In this video, the basics of shader programming are discussed, including how to create mipmaps and blend textures. Additionally, anisotropic filtering is explained, and different filter modes are demonstrated.
  • 03:45:00 This video discusses the basics of shaders, textures, blending and anti-aliasing. Bilinear blending is the most common type of blending, and point sampling has significant anti-aliasing issues unless a specialized shader is used. Trilinear blending is more efficient, and allows for blending between different mip levels. Explicit sampling of textures at specific mip levels is possible in the vertex shader, but is not required.
  • 03:50:00 Shader basics, blending, and textures are discussed in this video. The instructor explains that whole texture atlases can still be loaded into memory depending on how the texture pipeline is set up. There are some games that can dynamically stream in and out different mip levels, which is why sometimes they load the higher detail ones later. The instructor suggests doing assignments on the fly, as this allows for more customization and ensures that the assignments only cover material that the student already knows. Finally, the instructor wraps up the video and thanks the audience.

Copyright © 2024 Summarize, LLC. All rights reserved. · Terms of Service · Privacy Policy · As an Amazon Associate, summarize.tech earns from qualifying purchases.