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[Unity] Unity照明着色技术综合训练视频教程

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发表于 2018-2-5 16:43:43 | 显示全部楼层 |阅读模式

本教程是关于Unity照明着色技术综合训练视频教程,时长:6小时,大小:220 MB,MP4高清视频格式,教程使用软件:Unity 3D,作者:Penny de Byl,共59个章节,语言:英语。

Unity是一款跨平台的游戏开发工具,从一开始就被设计成易于使用的产品。作为一个完全集成的专业级应用,Unity还包含了价值数百万美元的功能强大的游戏引擎。Unity 4作为一个游戏开发工具,它的设计主旨就是让你能够创建令人惊讶的游戏。如果你之前尝试过Unity,请查看Unity 3都做了哪些更新。如果你是第一次尝试,那就好好看看吧,看Unity都能为你带来什么。Unity作为一种开发环境,可让你脱离传统的游戏开发方式,以一种更简单的方式专注于你的游戏开发。开发网络游戏、移动游戏、单机游戏,Unity都能完全胜任。


This course presents a comprehensive guide to programming with Cg and High Level Shader Language in Unity’s Shaderlab to create your own visual surface effects for colouring and lighting game objects. It covers the mathematics of light and surfaces and steps you through the recreation of some of the most popular shaders. Many computer graphics concepts will be presented to help you understand the graphics pipeline and provide you with an essential toolkit of rendering knowledge that will have you developing your own transparent, animated and texturised shaders in no time.
In this course, Penny teaches all the invaluable skills you will require to program the computer graphics pipeline in Unity from scratch using her internationally acclaimed teaching style and knowledge from over 25 years working with games and graphics. But hold on tight as you’ll be taken on a journey across the computer graphics realm as it is taught to post-graduate university students. Through detailed descriptions and hands-on workshops examining all you need to know about rendering queues, vector mathematics, graphics buffers, colour theory, 3D meshes, texture mapping, lighting models and much more.
Learn how to program and work with:
variables and packed arrays,
meshes, vertices and UVs,
the mathematics for working with objects in 3D and 2D spaces,
a variety of lighting models from creating flat shaded objects to highly reflective shiny surfaces,
bump maps for adding extra depth and dimension to surface textures,
special effects such as holographic, scrolling textures and surface deformations,
the variety of graphics buffers used in the rendering pipeline,
forward and deferred lighting, and
surface, vertex and fragment shaders written in CG/HLSL.
Contents and Overview
After diving right in and creating your very first shader from scratch we will begin the lessons by examining how 3D models are structured and how that is used within shader code to colour and display the surface in computer graphics. You’ll discover all the properties of a shader and how they can be controlled in code and via values fed in through Unity’s Inspector.
Following this we will examine a variety of lighting models and how lights and surface textures can influence the final look of a render. Included here, an overview of the buffers involved in the rendering queue will be given with practical examines for creating special effects that require more than one draw call. Students will also be exposed to the power of vector mathematics and especially the dot product and its role in creating beautiful effects such as outlines, rim lighting and holograms. In addition, issues surrounding transparency and blending will be discussed along with many practical hands-on workshops in which students can flex their new found skills to interrogate the code they write for better understanding.
The final section of this course brings all the skills learned throughout together to develop some of the more popular complex shaders including animated plasma and animated water with waves.
What are the requirements?
You should be familiar with the Unity Game Engine.
You should be able to program in a procedural language such as C#.
What am I going to get from this course?
Use Unity Shaderlab to create their own shader effects with CG/HLSL.
Apply their knowledge of simple mathematics to change the visual surface of virtual objects.
Work with mesh vertices and textures to develop unique rendering effects.
Demonstrate a knowledge of the graphics pipeline and apply it to problem solving shading issues.
What is the target audience?
Anyone fascinated by the way computer graphics works.
Anyone wanting to understand how to write their own shaders.
Anyone who loves the visual effects that can be achieved through simple code and mathematics.

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