Shader Basics, Blending & Textures • Shaders for Game Devs [Part 1]
Welcome to my three part lecture on shader coding for game devs 💖 I hope you’ll find this useful in your game dev journey!
If you are enjoying this series, please consider supporting me on Patreon!
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00:00:00 - What are shaders?
00:03:00 - Case study/screenshots from FFXIV, Overwatch & more
00:37:42 - The Structure of a Shader
00:42:49 - Vertex shader
00:47:09 - Fragment shader
00:49:32 - Shader vs Material
00:51:29 - A first look at shader code
01:02:17 - Vertex Normals
01:06:17 - Interpolators
01:15:59 - Data types (fixed vs half vs float)
01:21:32 - Fragment shader output
01:24:31 - Swizzling
01:33:48 - Passing data from vertex shader to fragment shader
01:42:04 - Space transformation w. Matrices
01:47:07 - UV coordinates & manipulation
01:53:34 - Gradients
02:01:06 - Values outside of 0 to 1
02:09:20 - Triangle waves using math
02:12:04 - Preprocessor constants
02:25:28 - Pattern manipulation
02:31:48 - Blending Modes
02:39:42 - Depth buffer & depth testing (ZTest)
02:56:40 - Waves, ripples & vertex offsetting
03:12:07 - Textures
03:20:33 - World space coordinates
03:28:04 - Texture masking
03:37:33 - Isotropic mip maps
03:42:17 - Anisotropic mip maps
03:44:36 - Point vs bilinear vs trilinear filtering
03:49:54 - Final questions
Project Download & Assignments:
Originally streamed as a course for students at , who were super kind to let me both stream this live as well as upload it here! so massive thanks to the people at FutureGames!!
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➤ Edited by Stelly:
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