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The Graphics Pipeline and You | Writing Unity URP Code Shaders Tutorial [1/9] ✔️ 2021.3

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✔️ Tutorial tested in 2020.3 and 2021.3
🚨 Edits: If you create your project from a template, ensure "Depth Priming Mode" is set to "Disabled" in your URP settings asset. To find this asset, open Project Settings, navigate to Graphics, and select the renderer asset at the top of the window.
Would you like to start writing shaders but don’t know where to start? Or, have you encountered a limitation of URP’s Shader Graph you need to overcome? In this tutorial series, I’ll walk you through writing a fully featured, general purpose shader for Unity’s Universal Render Pipeline — exclusively in code. Don't know HLSL or ShaderLab? No problem.
Tutorial series:
1️⃣ The Graphics Pipeline ► You're watching it!
5️⃣ Advanced Lighting ► Coming soon
6️⃣ Advanced URP Features ► Coming soon
7️⃣ Custom Lighting Models ► Coming soon
8️⃣ Vertex Animation ► Coming soon
9️⃣ Interacting with C# ► Coming soon
👑 Join my Patreon to access tutorials early, download project files, vote on future topics, and more! Thank you so much!
🔗 Check out my website for a searchable list of tutorials!
📚 Reference scripts
⏲️ Timestamps:
0:00 Intro
0:53 Ad
1:26 Tutorial scope
2:58 Project set up
4:50 ShaderLab
7:02 Intro to HLSL
8:52 The Graphics Pipeline
9:34 The Input Assembler
11:09 The Vertex Stage
12:40 Spaces
15:45 The Rasterizer
16:04 The Fragment Stage
15:52 Hello World
18:54 Properties in ShaderLab
21:34 Properties in HLSL
22:31 Texture Properties
23:46 Macros
25:16 Sampling a Texture
26:35 What Are UVs
27:12 UVs in the Vertex Function
29:06 Interpolation
30:22 Hello Textures
31:26 Wrap up and credits
🎖️ Credits, references and further reading:
#GameDev #IndieDev #Unity
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