Комментарии:
saturate as a name does make sense if you think about it in an audio way instead of a visual way. where like saturation in basic terms is just distorting a signal, essentially clamping it to 0 and 1... kinda.
edit: it's a little bit of a reach i'll admit lol
You mentioned that one has to chose either to use some functions in the vertex or the fragment shader depending on what will end up with more operations. One example you gave was a mesh in the distance that still has a lot of vertices but very few pixels - this is a case where the fragment shader might end up being the more performant calculation. Is there a way to dynamically decided "where" to put a calculation depending on the distance, LOD or whatever? So it either uses the calculation in the vertex or fragment shader depending on what is larger/smaller?
ОтветитьVery cool in-depth walkthrough. I am learning Shader Programming on Udemy with different courses and I can really recommend your videos to be of help while watching those courses!
EDIT: Some minutes into your video and I already can say you are way more precise and explanatory than the tutors on udemy. I'd def purchase a course if you provide one with example challenges etc.
I want a mango after watching this lecture
ОтветитьThank for your awesome tutorials. what is different between shader and shader graph. Does Shader Graph make games heavier than traditional shaders in Unity or not?
ОтветитьThank you for this tutorial. I'm having a blast. I didn't have this vector math in school. Would you recommend learning vector math, trigonometry etc. first before diving into shaders? Or would you recommend just diving in and learning while doing it? I'm already a professional coder so coding is not the problem.
ОтветитьThanks!
ОтветитьWhat program is this video about? Unity?
ОтветитьSHOW US THE CAT!!!!
ОтветитьWhy is ShaderLab is so headass
Ответитьwhat's your IQ?
ОтветитьWow! I just have 20mins here and all my family moved to another room, while I am still hooked with full joy with this video, the way you explain how it is done, how to achieve it and that you will explain it later in more detail 🤯
Thanks for this, excuse me, now I have to pause the video and charge my phone lol
Absolutely incredible tutorial
ОтветитьI Love WebGL More for 3D Graphics
ОтветитьThe Programming Languages I Loved are The LightWeight Multi-Paradigm Interpreted Programming Languages like Scheme, C#, ActionScript, Java, Haxe, Lua, Clojure, Dart, Verse and Elixir
ОтветитьFor Creating 3D Game-Creating Apps for PC
ОтветитьI Love WebGL More
ОтветитьNot using shaders because you don't wanna learn it is like hiding a finger of yours for no reason. People are gonna notice how did you lost that finger, and when people figure out you were not missing it and just doing what you think is a cool gang sign, they are gonna be annoyed.
Also shaders are so easy it takes active effort to not learn them.
Right 😊
Ответить"right?" Are you asking me? I don't know.
ОтветитьNice but alot of things you need to know beforehand which is a minus, its not 100% basics from the start
ОтветитьFinally got started with this course, really enjoying it so far! Can't believe you're giving this away for free, huge thank you.
ОтветитьYour videos are amazing! This type of content makes me passionate about game dev and want to learn more. I have a quick question about shaders in Unity. Since the standard shader does so much in Unity, when is it beneficial to write your own shaders? At what point do you need custom shaders?
ОтветитьHello Freya,
I was wondering what your thoughts were on mesh to mesh blending.
I have seen a few mesh to terrain blending but i havent come across mesh to mesh.
I was wondering why that is and is it possible to do?
⚠⚠⚠ATTENTION⚠⚠⚠ :
do NOT change the input names of the vert and frag functions,
let v be v, let o be o, let i be i,
because in a later episode, one of the Unity Macros will rely on the single letter names, for example :
[PART3] light Attenuation : Unity will expect you to have "v" as your meshdata / appdata,
if you rename your mesh data as something else, Unity will say "Undeclared identifier 'v'"
and because of this, I have been depressed for the last 48 hours (not exaggerated)
Cat shader on the background
ОтветитьDoes shader progress after you've finished creating the game?
ОтветитьFreya I know I'm pretty late to the party but thank you so much for doing this. You took a lot of the mystery out of a subject that I've been struggling to learn on my own. Looking forward to the next ones.
ОтветитьI love these videos!
ОтветитьT-T-The best and ideal woman who will tell you about shaders.ILove 7uuuuuuuu
Ответитьi feel like i understand now why oblivion looked so good in 2006
Ответить- I don't have the words to express my gratitude for sharing such a detailed course for free. The university i'm studying to be a game developer at, which charges $1,500 a year, didn't even teach me the basics like C# interfaces and importing assets into Unity, let alone shaders. As a non-native english speaker i had no problems undertanding you, nor was i bored
- I am insanely happy i've stumbled upon your channel and this video specifically. Perhaps my career will be built through you and what you do. Thank you in advance :)
Hi Freya. I've been watching your videos. I have a question.
If I wrote a material definition in other game engine except unity, will that be considered as a shader?
i cant thank you enough , i wanna marry u LOL <3
ОтветитьI'm learning game dev in university right now and she is really good at teaching complex topics. Thank you for posting!
ОтветитьEverything I'm supposed to know about shader for now is here. Just amazing!
ОтветитьThanks for your expertise!
ОтветитьHoly shit. This is SO GOOD! You are absolutely amazing. Great teaching, great knowledge, great content. Love it!
Ответить2 years later this is still very helpful
ОтветитьGreat
ОтветитьIf you cut out the Uhhhhs and Uuuums this would probably be 15 minutes long.
ОтветитьShadergraph saves us really :D
ОтветитьThanks !
ОтветитьI'm sorry if I missed it, but did you specify why the MeshData struct's vertex:POSITION is a float4? When we pass in t VertexPositionNormalTexture structs, or any other kind of vertex declaration struct, from the game application on the cpu to the gpu, the vertex position always consists of only 3 floats, just like the normal. But here the normal is a float3, which makes sense, but our position is a float4, which does not make any sense to me. Could you please explain why we use float4 for our Position? I'd appreciate it very much.
Ответитьhmmm... something protruding and possibly hard hides somewhere in here
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