|
所在平台: Udemy |
课程主页: https://www.udemy.com/course/unity-shaders/
课程评论:没有评论
课程名称:从零开始的着色器开发 - 兼容Unity 6 课程简介: 本课程经过更新,适用于Unity 2017至Unity 6!它提供了一份全面的指南,教您如何使用Cg和高层次着色语言在Unity的Shaderlab中进行编程,以创建游戏对象的视觉表面效果(包括着色和照明)。课程涵盖光和表面的数学基础,逐步指导您重建一些最受欢迎的着色器。您将学习计算机图形学的核心概念,理解图形管线,并掌握渲染知识,快速开发透明、动画和纹理化的着色器。 授课教师Penny,拥有超过25年的游戏和图形工作经验,采用国际公认的教学风格,教您从零基础开始编写Unity中的计算机图形管线。在课程中,您将进行细致的讲解与实践工作坊,学习渲染队列、向量数学、图形缓冲区、色彩理论、3D网格、纹理映射、照明模型等内容。 您将学习如何编程与使用: - 变量和打包数组 - 网格、顶点和UV - 在2D和3D空间中处理对象的数学 - 从平面阴影到高度反射的各种照明模型 - 用于增加表面纹理深度的凹凸贴图 - 全息效果、滚动纹理和表面变形等特殊效果 - 渲染管线中使用的各种图形缓冲区 - 使用CG/HLSL编写的表面、顶点和片段着色器 - 体积渲染 课程内容与大纲: 在创建第一个着色器后,课程将重点介绍3D模型的结构及其如何在着色器代码中用于着色。您将发现着色器的所有属性及其如何在代码中控制。接下来,课程将探讨多种照明模型及光源和表面纹理对渲染效果的影响,附带涉及渲染队列中缓冲区的概述和创建需要多个绘制调用的特殊效果的实例。学生将接触到向量数学,尤其是点积在创建轮廓、边缘光照和全息效果中的作用。同时,将讨论透明度和混合问题,提供多种实践工作坊帮助学生巩固所学知识。 课程的下一部分将整合所有技能,开发一些受欢迎的复杂着色器,如动画等离子体和动态水面。最后,将学习体积着色器,制作假几何体、雾和云等特殊效果。 学生评论: - “这是我上过的最好的课程,完美适合我!” - “我在动画行业工作了15年,这门课程帮助我将之前的经验融入Unity中。” - “Penny的教程清晰而直接,是我遇到过的最好的着色器课程。” - “这门课程真是太赞了!我从完全不了解着色器,到现在有了深入的理解。” 总之,这门课程将带您深入计算机图形的世界,帮助您掌握着色器的开发。
Now Updated for Unity 2017 to Unity 6!This course presents a comprehensive guide to programming with Cg and High Level Shader Language in Unity's Shaderlab, to create your own visual surface effects for colouring and lighting game objects. It covers the mathematics of light and surfaces and steps you through the recreation of some of the most popular shaders. Many computer graphics concepts will be presented to help you understand 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 no time.In this course, Penny teaches all the invaluable skills you will require to program the computer graphics pipeline in Unity from scratch using her internationally acclaimed teaching style and knowledge from over 25 years working with games and graphics. But hold on tight as you'll be taken on a journey across the computer graphics realm as it is taught to post-graduate university students. Through detailed descriptions and hands-on workshops examining all you need to know about rendering queues, vector mathematics, graphics buffers, colour theory, 3D meshes, texture mapping, lighting models and much more.Learn how to program and work with:variables and packed arraysmeshes, vertices and UVsthe mathematics for working with objects in 3D and 2D spacesa variety of lighting models from creating flat shaded objects to highly reflective shiny surfacesbump maps for adding extra depth and dimension to surface texturesspecial effects such as holographic, scrolling textures and surface deformationsthe variety of graphics buffers used in the rendering pipelineforward and deferred lightingsurface, vertex and fragment shaders written in CG/HLSLvolumetric renderingContents and OverviewAfter diving right in and creating your very first shader from scratch, we will begin the lessons by examining how 3D models are structured and how that is used within shader code to colour and display the surface in computer graphics. You'll discover all the properties of a shader and how they can be controlled in code and via values fed in through Unity's Inspector.Following this, we will examine a variety of lighting models and how lights and surface textures can influence the final look of a render. Included here, an overview of the buffers involved in the rendering queue will be given with practical examples for creating special effects that require more than one draw call. Students will also be exposed to the power of vector mathematics and especially the dot product and its role in creating beautiful effects such as outlines, rim lighting and holograms. In addition, issues surrounding transparency and blending will be discussed along with many practical hands-on workshops in which students can flex their newfound skills to interrogate the code they write for better understanding.The next section brings together all the skills learned throughout together, to develop some of the more popular complex shaders including animated plasma and animated water with waves.Finally volumetric shaders are covered in which you will follow along to create special effects such as fake geometry, fog and clouds.What students are saying about this course:This is the best course I've ever taken. It is perfect for me. I worked for 15 years in feature animation. A large part of my career was spent developing shaders for a proprietary renderer. This course has already helped me to bring the value of my previous experience into Unity.Best shader course I've come across. There are enough and more tutorials on youtube to teach you how to develop your own shaders, but nothing falls into the class of Penny's tutorials. They are clear and to the point. Really happy about this one.Wow! Thank you so much! If there were 10 stars - this course would deserve it. Going from absolutely knowing nothing about Shader writing to have a profund understanding about it.I wanted to let you know that I just finished your shader course and thought it was fantastic. It was a pleasure to take the course and finally get a grasp on a topic that seemed so foreign to me not so long ago. Your teaching style and personality really worked for me and made learning a breeze!