Shaderlab

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INTRO TO SHADER PROGRAMMING - UNITY SHADERLAB

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07.11.2020

Definitely made no mistakes in this one... *HLSL is the language that you use for shader programming but since it used to be written in CG all of CG's keywords are still valid and all the default shaders have "CGPROGRAM" identifiers. Basically don't worry about it but focus on HLSL when you're looking up syntax. Sorry it's been a while and could be some time till the next one. Trying to focus more on Pixelsmith but you know how it is. Wanted to give those of you who are interested in Shader Magic something more of a beginners tutorial to Shader Programming. Hope it's interesting and entertaining! Cool links below: Michael Jasper Ashworth: 🤍 Catlikecoding: 🤍 Minions Art: 🤍 ShaderLab Tags: 🤍 🤍 ShaderLab Inputs: 🤍 #Unity3D #ShaderTutorial

1-BIT GRAPHICS IN UNITY | OBRA DINN TUTORIAL - SHADERLAB

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05.03.2021

Give the project a download if you want to see the final effect without YouTube compression! 🤍 Twitter: 🤍 Itch.io: 🤍 Find The First Person (beta) package here: 🤍 And here's Breogán's itch page: 🤍 Lucas Pope's Posts: 🤍 Get The Return Of The Obra Dinn on Steam: 🤍 Or better yet, buy the recently released OST on Spotify and Apple Music! Which I apparently could have used for this video! Dammit! Steps: - Attach the ObraDinnCameraScript to the main camera of your scene. - Create a Material with the Dither shader and place it in the "Dither Mat" parameter of the Camera script. - Set the Dither and Noise properties of this material to the noise textures you want to use and the Color Ramp property to the colour ramp you want to use. - Adjusting the Tiling property to get the right pixel density with whatever projection you're using. - Set the resolution of your game screen to 820x470 (the native resolution of Return of the Obra Dinn) or 1640x940 if you're using the 2x sampling method (this helps with performance). - Make a second material with the thresholding shader if you're using it and set it to the Threshold Mat property. - If you're using the custom surface shader, you'll need to make materials out of it and place it onto all the objects in your scene. - For performance Lucas Pope also did custom lightmapping for this and I have no clue how he did it, but you should look it up! Free Noise Textures that I used: 🤍 I created my own Code Animator project to create the code animations for this video. You can find the pre-pre-pre-Alpha here if you desperately need something like this: 🤍 Hall of the Mountain King Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 License 🤍 #obradinn #tutorial #madeinunity

ShaderToy to Shaderlab

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27.07.2017

you can Download this free! 🤍 If you’ve tried dabbling with shaders at all, you’ve probably come across ShaderToy – an online shader showcase with some pretty amazing examples of what’s possible in a few lines of shader code, inspired greatly by classic demoscene coding. Here’s just two examples: 🤍 It’s an amazing resource, not only for inspiration but for learning how to create shaders, since every example comes with full source code which you can edit and immediately test online in your browser, alter parameters, supply different inputs etc. The shaders exhibited on ShaderToy are exclusively written in GLSL, and run in your browser using WebGL.I write an automatic conversion tool to turn a GLSL shader into an HLSL shader that help you fast convert ShaderToy to ShaderLab unity.

[Шейдеры в Unity] 0. Введение и теория: ShaderLab / HLSL / CgFX / OpenGL / DirectX

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07.08.2019

#UnityShading Весь плейлист: 🤍 Дополнения: * В новых версиях Unity этот же CgFX-код компилируется не только под DirectX/OpenGL, но и под все остальные платформы (Vulkan, Metal). * Раньше Unity позволяла писать шейдеры на "родном" GLSL, сейчас же они старательно призывают писать вообще всегда на CgFX, а код сам конвертируется в GLSL, когда надо. * В Cg-коде можно использовать фичи, которых вообще-то в самом CgFX нет, но они поддерживаются в последних версиях DirectX или OpenGL. Для этого надо писать особенные инструкции, уникальные для HLSL/GLSL, но, соответственно, под другие платформы оно не скомпилируется. Тайминги: 00:00 От себя, что это такое 02:26 Начало тутора, Cg / HLSL / GLSL 04:05 Взаимодействие Unity с шейдерами, ShaderLab 05:33 Типы шейдеров в Unity 06:08 Что такое Surface-шейдеры 07:09 Резюмируем

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

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26.02.2021

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! 🧡 🤍 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!! 💖 Patreon ❱ 🤍 🐦 Twitter ❱ 🤍 📺 Twitch ❱ 🤍 💬 Discord ❱ 🤍 🌸 Instagram ❱ 🤍 ✫ Video Production by Higher Vision: ➥ 🤍 ➤ Edited by Stelly: 🤍

Shaders in Unity, Step 1 : Shaderlab

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15.04.2017

Sorry for the accent / the mistakes. Thanks for watching! More information about ShaderLab: 🤍 Properties section : 🤍 Subshader section : 🤍 Pass section : 🤍 Fallback section : 🤍 My patreon : 🤍

Shader Code in Universal Render Pipeline | Unity Basics

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02.04.2021

We've covered Shader Graph a lot on this channel, but so far we've largely avoided using shader code. There are plenty of resources for the built-in render pipeline, but not as many for URP - so in this installment of Unity Basics, we will cover vertex and fragment shaders in URP! There are a few key differences between URP and built-in shader code, so even if you've written shader code in the past - or even if you only use Shader Graph - this tutorial might still be handy for you! 📜 Read this tutorial on my site: 🤍 ✨ Unity Docs: 🤍 ✨ Cyan's URP Work: 🤍 This project uses Unity 2020.2.1f1 and URP 10.2.2, but it should work with other versions. 📚 Get a copy of my shader book here: 🤍 ✨ Grab Snapshot Shaders Pro here: 🤍 💬 Join the Discord: 🤍 💖 Support me on Patreon: 🤍 ☕ Or throw me a one-off coffee on Ko-fi: 🤍 #unity #shader #tutorial

ShaderLab

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07.06.2021

02. Структура ShaderLab [Шейдеры в Unity]

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07.08.2019

#UnityShading Весь плейлист: 🤍 Тайминги: 00:00 Создание шейдера, обзор блоков ShaderLab 01:10 Главный блок Shader 02:03 Внутренние блоки 02:40 Что такое SubShader, система фоллбэков 05:36 Блок CgFX-кода 06:05 Fixed-Function шейдеры Дополнения: * Fixed-function шейдеры в последних версиях Unity больше не используются. Нет никакого смысла их писать. Современное железо всё равно уже не имеет нативной поддержки этого механизма, и на самом деле fixed-function шейдеры просто эмулируются на том же CgFX. Unity официально рекомендует писать только на CgFX. Но старые fixed-function шейдеры поддерживаются. Пока что.

QUT - GDIV - Shaderlab Basics

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31.07.2019

Learning shaders with Unity? This starting point will put you on the right path for setting up your first shader(s) from a template perspective, describing the general purpose of many of the properties of Shaderlab and Unity. 00:58 - Shaders 02:37 - Shaderlab vs Shadergraph 04:08 - Creating a Shader 05:02 - Shaderlab Template 05:56 - Properties and Subshader Passes 07:47 - Scripting a Shader

Minko - ShaderLab

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06.02.2012

To learn more about Minko and the ShaderLab, you can follow our blog: 🤍 Minko (🤍 is a free and open source 3D framework created by Aerys targeting mobile and web applications. It is powered by the Adobe Flash Platform and delivers high quality 3D content in websites and mobile applications for Android and iOS. The ShaderLab is a web application providing a visual programming environment to create, test and share hardware accelerated rendering effects or "shaders". It benefits from Minko's optimized JIT compiler to create high speed and lightweight shaders. In this video: - live 3D preview (0:09) - sound spectrum analyzer for animations based on sound (0:20) - extraction of floating point values components (0:50) - user friendly value items such as color pickers (1:07) - customizable GPU states for blending, depth test, etc... (1:20) - powerful enough to create fully hardware accelerated particle engines without code (1:25) - custom maths functions with rich curve editors (1:37) - display compiled shader bytecode for educational purposes (1:52) - load and save files from the Aerys online cloud storage (1:55) - group operations to create high level functions (2:50) - bitmap textures (3:18) - change preview 3D model (3:35) - create texture animations (3:52) - support for multiple textures (4:05) - customizable shader name and description (4:15) - procedural hardware accelerated animations (4:40) - customizable interpolation smoothing (4:50) - hardware accelerated procedural textures (5:40) Other features: - access to normalized mouse coordinates - parameter bindings with ActionScript code - export shaders and import them with a single line of code in any application - embed any shader on any website "à la Youtube" (🤍 - save and load files from the local file system Music by Schematic Wizard: 🤍

A horror game that is entirely a secret

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31.10.2021

Join this channel to get access to perks: 🤍 -READ DOWN HERE game link: 🤍 developer and their other games: 🤍 Music: [ominous sounds] Patreon page • 🤍 Discord server: • 🤍 Go follow me on Twitter: • 🤍 Send me any email here: • Gromek999🤍hotmail.com - Fun fact: this "game" terrifies me Special thanks to my Patreon donators: A Moist Eggroll Adamwid14 Blane BlueStopSign CalnDemon Chair Christopher Quattrociocchi D_Drift Dakotaraptors Danny_Castell Darkonius Mavakar DigitalSol Elmar Juzar Emilio Torres Frisky Shadow Heathen Jacob Doublesin Jacob Brandgård Lavixt Le Creep Magress MaltySalty Marcel Gralki Matt338r Matt_Awesome Account Nathan Coultes Ragnarok506 Ruben Seth Syber Roxas ThaGingerBread Tyflyy_ Tylerlindberg unlihtent A Vynal

Unity ShaderLab

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01.11.2021

A basic shader with Ambient + Diffuse + Specular (Phong) + Emissive (Fresnel) effects

HKU Shaderlab - Fixed Shader Unity

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20.02.2015

Here's my result from a lesson today at school in writing shaders :) Shader "Custom/AwesomeShader" { Properties { _Color ("Awesome Color", Color) = (1,1,1,1) _MainTex ("Main Texture", 2D) = "black"{} _BlendTex ("Blending Texture", 2D) = "black" {} _LerpTex ("Lerp Texture", 2D) = "black" {} _LerpColor ("lerp Color", Color) = (1,1,1,1) _Shininess("shininess", Range(0,1)) = 0.5 } Subshader { Tags { // wanneer het object gerendered wordt // -1 net voor iets of net na +1 "Queue" = "Transparent" // iets meer hint "RenderType" = "Transparent" } Blend One One Material { Diffuse(1,1,1,1) Ambient(1,1,1,1) Emission(0,0,0,0) Specular[_Color] Shininess[_Shininess] } Lighting On SeparateSpecular On Cull front Pass { //Color [_Color] SetTexture[_MainTex] { constantColor[_Color] combine constant * texture, constant } SetTexture[_BlendTex] { constantColor[_Color] combine previous - texture, constant } SetTexture[_LerpTex] { constantColor[_LerpColor] combine previous lerp(previous) texture, constant } SetTexture[_LerpTex] { combine previous * primary } } Cull back Pass { SetTexture[_MainTex] { constantColor[_Color] combine constant * texture, constant } SetTexture[_BlendTex] { constantColor[_Color] combine previous - texture, constant } SetTexture[_LerpTex] { constantColor[_LerpColor] combine previous lerp(previous) texture, constant } SetTexture[_LerpTex] { combine previous * primary } } } Fallback "Diffuse" }

Color Quantization and Dithering

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14.05.2022

In this third installment of the post processing series we learn how all these indie games have been faking their pixel art. Topics covered include texture filtering, bayer dithering, color palette quantization, sharpness, and color palette swapping. Support me on Patreon! 🤍 Twitter: 🤍 Twitch: 🤍 Code: 🤍 Join My Discord Server! 🤍 Music: Joy - Persona 3 OST During The Test - Persona 3 OST Afternoon Break - Persona 3 OST Sandgem Town (Day) - Pokemon Diamond/Pearl OST This Mysterious Feeling - Persona 3 OST New Game - World Of Horror OST Blow Me Away - Cover by 🤍LittleVMills Thanks for watching! This video is dedicated to my friend, Alotryx. #acerola #gamedev #graphics #unity #unity3d #madewithunity #indiedev #unity2d #shader #pixelart

[Recorded] : ShaderLab Bootcamp using Unity(3D) - 1

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28.12.2020

Recording of the live session for the first part of the Bootcamp. Here we give an overview of the pipeline and intro writing basic shaders. Project: 🤍 Branch - "intro" Hosts: 1) Girish Sarwal - Game Makers Twitter : 🤍 Linkedin : 🤍 2) Videep Mishraa - ShaderShorts Twitter : 🤍 Linkedin : 🤍 Links mentioned in the session: Shaderlab: 🤍 Writing Shaders: 🤍 Semantics: 🤍 Topics for the Bootcamp: 1) Graphics Pipeline Overview 2) 3D Vs 2D 3) The Eye / Camera Analogy 4) Understanding meshes (closed bodies / vertex/ triangles / indices / faces) 5) Basic Transformations + MVP Matrix + Object Hierarchies 6) Basic Vectors 7) Transformational spaces (Object, World, View, Clip, Screen, NDC) 8) Scene Graphs and Scene Nodes 9) How mesh data is transferred from CPU to GPU 10) RAM and VRAM 11) Fixed Vs. Programmable Function Pipeline 12) Vertex shader and Fragment shader Programmable Function Pipeline in Action 1) Shaderlab in Unity 2) Creating a basic shader with color/texture property 3) Writing the Subshader and one pass 4) CGProgram 5) Writing vertex and fragment function 6) Looking at the mesh information in unity editor 7) Tapping into the data structures 8) Modifying the vertex from Object - World - ClipSpace 9) Rendering the data in fragment function 10) QnA session

Computer Graphics Shader Lab Framework

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22.03.2017

EG Education Fast Forward for Antoine Toisoul, Daniel Rueckert, Bernhard Kainz, Accessible GLSL Shader Programming, to appear in Proc. EuroGraphics 2017, 2017 The Shader Lab Framework is a teaching tool to solidify the fundamentals of Computer Graphics. The ShaderLab framework is based on Qt5, CMake, OpenGL 4.0, and GLSL and allows the student to modify GLSL shaders in an IDE-like environment. The framework is able to render shaded polyhedral geometry (.off/.obj), supports image-based post-processing, and allows to implement simple ray-tracing algorithms. This tool has been intensively tested by 140 Imperial College London CO317 Computer Graphics students in Spring 2017 and will continue to serve as basis framework for our coursework. Source code can be downloaded from 🤍

GOING THROUGH SCARY EXPERIMENTAL SCENES FOR GAMES █ Horror game "ShaderLab" – walkthrough █

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09.11.2021

Link to the game: 🤍 About the game: A collection of small experimental scenes made to practice working with PS1-style shaders and effects. Controls for each scene are displayed in the top left corner of the screen. Author: Modus Interactive #horror #gameplay #letsplay

Shaderlab CG/HLSL: Surface shader Rim Light

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04.03.2020

Github: 🤍

ShaderLab Bootcamp : Transformational Matrices

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24.01.2021

In the very first video, we skimmed over the graphics pipeline. The basics of vertex shader and fragment shader. In this video, we are going to understand the MVP matrices and why they are important. These come handy when we need to decide if the modifications or calculations we apply should be in Object Space, World Space, View Space or Clip Space. All these hold a lot of importance and the matrix multiplications take place in the vertex shader.

ShaderLab - Rock Shader

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28.03.2013

PBR Shader & Animation Shader& cgFX Shaderlab

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29.10.2021

PBR Shaders (for both Unity and Unreal Engine) Create two PBR shaders for your final project. One shader must have opacity, ambient, fresnel, specular effects, and random effects. cgfx and Shaderlab (for Unity only) Create a basic shader with Ambient + Diffuse + Specular (Phong) + Emissive (Fresnel) effects using cgfx and shaderlab.

Audio visualizer implemented in Cg using Unity shaderlab

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29.05.2020

Youtube compression made the colors in this video kinda crap. In person the colors are a lot more beautiful. Mic whistle test 0:00 Distortion on 0:09 Distortion off 0:35 Gas gas gas (heavy flickering) 1:11

ShaderLab Bootcamp using Unity(3D)

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28.12.2020

Recording of the live session for the first part of the Bootcamp. Here we give an overview of the pipeline and intro writing basic shaders. Project: 🤍 Branch - "intro" Hosts: 1) Girish Sarwal - Game Makers Twitter : 🤍 Linkedin : 🤍 2) Videep Mishraa - ShaderShorts Twitter : 🤍 Linkedin : 🤍 Links mentioned in the session: Shaderlab: 🤍 Writing Shaders: 🤍 Semantics: 🤍 Topics for the Bootcamp: 1) Graphics Pipeline Overview 2) 3D Vs 2D 3) The Eye / Camera Analogy 4) Understanding meshes (closed bodies / vertex/ triangles / indices / faces) 5) Basic Transformations + MVP Matrix + Object Hierarchies 6) Basic Vectors 7) Transformational spaces (Object, World, View, Clip, Screen, NDC) 8) Scene Graphs and Scene Nodes 9) How mesh data is transferred from CPU to GPU 10) RAM and VRAM 11) Fixed Vs. Programmable Function Pipeline 12) Vertex shader and Fragment shader Programmable Function Pipeline in Action 1) Shaderlab in Unity 2) Creating a basic shader with color/texture property 3) Writing the Subshader and one pass 4) CGProgram 5) Writing vertex and fragment function 6) Looking at the mesh information in unity editor 7) Tapping into the data structures 8) Modifying the vertex from Object - World - ClipSpace 9) Rendering the data in fragment function 10) QnA session

Z-Buffer & Color Buffer | Unity Shader Tutorial

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08.02.2020

En esta sección hablaremos de la funcionalidad del Z-Buffer y Color Buffer en Unity. ⭐ACCEDE A TODOS NUESTROS CURSOS⭐ Te invitamos al Curso Unity Shaders con CG/HLSL y Shader Graph con MAS DE 60% DE DESCUENTO👉🤍 Ahí aprenderás a crear los Shaders mas solicitados por la industria, utilizando Shaderlab, HLSL y Shader Graph. Optimizado para dispositivos móviles, donde el rendimiento es fundamental. CURSO: EXPERTO en VFX y Shader Graph con Unity 2019 - Unity Shader - Z-Buffer & Color Buffer ¿Qué es el Z-Buffer y el Color Buffer ? ¿Qué hacen las opciones de Culling & Depth Testing? ································· Tú apoyo es una gran ayuda para mantener nuestro canal y continuar desarrollando cursos, tutoriales, assets y más, muchas gracias ! ♥ Apoyanos desde Patreon: 🤍 ♥ Apoyanos desde Paypal: 🤍 ································· ♥ ¿QUIERES SER UN JETGUY 😎? YA SOMOS MAS DE 1K 👉 🤍 🔔 No olvides activar la campanita para estar al tanto de todas las novedades de Jettelly. ································· ● Web: 🤍 ● Patreon: 🤍 ● Facebook: 🤍 ● Instagram: 🤍 ● Linkedin: 🤍

Shaderlab CG/HLSL: Surface shader diffuse color

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23.02.2020

Github: 🤍

Shaderlab CG/HLSL: Surface shader diffuse texture

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23.02.2020

Github: 🤍

BadApple Shader Working on Unity3D [Shaderlab and Animation]

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20.07.2022

東方のBadApple(影絵)をシェーダーラボで動かす動画です。

Fun with Unity ShaderLab/Nvidia CG

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18.05.2015

Trying to wrap my head around how shaders work

Shaderlab within Unity3D + Shaderlab TM Bundle

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21.05.2009

Yeah... You can find my latest bundle and e-mail at 🤍 Music is by Tedashii. Contributors to this are of course my self (Daniel Olson), our modeler (William Oglesby 🤍 and our texture artist (Wes Talbott 🤍

ShaderLab - UDK Lava Shader

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28.03.2013

First pass UDK Lava Shader.

10 Shaders in 10 Minutes - Unity Shader Graph

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03.04.2022

It's time for not just one shader, but 10! In this video, you'll learn about 10 different shader effects, what they are useful for, and how to make them in Shader Graph! 👇 Download the project on GitHub: 🤍 💖 Huge thanks to my Patreon supporters for March 2022, especially: Jeremy Gooch, Morrie, Pisit Praiwattana, Jack Dixon, Underwater SUN, and many more! 🎮 This project uses Unity 2020.3.21f1 (LTS) and URP 10.6.0, but it should work with other versions. 📚 Get a copy of my shader book here: 🤍 ✨ Grab Snapshot Shaders Pro here: 🤍 💬 Join the Discord: 🤍 💖 Support me on Patreon: 🤍 ☕ Or throw me a one-off coffee on Ko-fi: 🤍 #gamedev #shaders #madewithunity 0:00 Introduction 0:05 Inverted Hull Outlines 0:58 Dissolve 1:50 Dithered Transparency 3:03 Silhouette 4:00 Scene Intersections 4:58 Dot Matrix 5:49 Stat Increases 6:32 Portal Vortex 7:13 CRT TV 8:19 Vertex Waves 9:13 The End

ShaderLab - Ice Shader

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28.03.2013

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