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🐉 Shaders

Shaders are perhaps my favourite thing to code, and also among the least approachable things to code. I know such a tiny amount of shader code and yet it's still one of my favourite things. Their effects are seen far and wide in games, and a good shader can be a thing of beauty.

Stanford Dragon 1 Stanford Dragon 2 Stanford Dragon 3

Shaders are used to give materiality to objects, style to a project, post-processing, and any multitude of visual effects.

🐜 CG

(Coming Soon) What is NVidia's CG language and why is it worth learning?

What is this? A Language For Ants?

(Coming Soon) Concerning parallel processing vs. serial processing, and why shaders use GPUs.

Shader Structure

(Coming Soon) What does a typical shader file look like?

Deferred vs. Forward Rendering

(Coming Soon) What are the pros and cons of these two pipes?

Papa's Proper Use of Properties

(Coming Soon) How to define and use properties.

Subshader? I Barely Knew Her!

(Coming Soon) What a subshader is, why you might have a few in your shader, and what they output.

Vertex Shaders, Fragment Shaders

(Coming Soon) What a subshader is, why you might have a few in your shader, and what they output.

Falling Back

(Coming Soon) How to make your shader fall back on other shaders if it isn't supported.

Shading

(Coming Soon) A big section outlining lots of tools in your toolset.

NdotL

(Coming Soon) Giving a basic light value based on the dot value of normals and light direction.

Light Processing

(Coming Soon) Using more from your lights!

LUTs

(Coming Soon) Look-Up Textures and what they do, plus some best use-cases for them.

Matrix Multiplication

(Coming Soon) Talking to the camera, and how to get access to perspective in your shader code.

Viewing Angles

(Coming Soon) Getting the angle of view of the camera, and how that might affect specularity.

Case Studies

(Coming Soon) Sometimes the best way to learn is to just jump in!

Cel Shading

(Coming Soon) Cel Shading, often called 'Toon Shading' and how to execute it.