Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views : Ad Clicks : Ad Views :
Oh Snap!

It looks like you're using an adblocker. Adblockers make us sad. We use ads to keep our content happy and free. If you like what we are doing please consider supporting us by whitelisting our website. You can report badly-behaved ads by clicking/tapping the nearby 'Advertisement' X text.

Shader Development from Scratch with Cg – Unity 6 Compatible by Penny de Byl

Shader Development from Scratch with Cg – Unity 6 Compatible by Penny de Byl

/

Author:Penny de Byl

Duration:10 hours on-demand video

Actual Duration:10h 7m

Release date:2026, February

Publisher:Udemy

Skill level:Intermediate

Language:English

Exercise files:Yes

Software:Unity

Course URL:https://www.udemy.com/course/unity-shaders/

Master shader programming in Unity, from basic surface effects to advanced volumetric rendering, using Cg/HLSL.

Ready to ditch those default materials and make your game objects truly pop? This course dives deep into shader development within Unity, teaching you how to program the graphics pipeline from the ground up using Cg/HLSL. You’ll go from understanding the basics of mesh vertices and textures to creating complex, custom visual effects that will make your game stand out.

🎯 What you’ll learn

  • Program custom shader effects using Unity Shaderlab with CG/HLSL.
  • Apply mathematical concepts to manipulate the visual appearance of 3D objects.
  • Develop unique rendering effects by working with mesh vertices and textures.
  • Understand and apply knowledge of the graphics pipeline to solve shading challenges.

✅ Requirements

  • Skills: Familiarity with the Unity Game Engine and procedural programming, like C#.
  • Tools: A computer capable of running Unity.
  • Hardware: A computer capable of running Unity and compiling shaders.

📝 Description

This course, updated for Unity 6, is your ticket to mastering shader programming using Cg/HLSL within Unity’s Shaderlab. You’ll learn to craft unique visual surfaces for game objects by diving into the graphics pipeline, understanding the math behind light and surfaces, and recreating popular shader effects. Penny de Byl, with over 25 years of experience, guides you through rendering queues, vector mathematics, graphics buffers, colour theory, 3D meshes, texture mapping, and various lighting models.

You’ll start by building your first shader and then explore how 3D models are structured for shader code. Discover shader properties, control them in code, and use Unity’s Inspector. The course covers diverse lighting models, from flat-shaded to highly reflective surfaces, and delves into graphics buffers for multi-draw call effects. You’ll also tackle transparency, blending, and advanced topics like holograms and rim lighting. The curriculum culminates in creating complex shaders like animated plasma and water, and even explores volumetric rendering for fog and clouds.

🧑‍🎓 Who this course is for

  • Anyone curious about how computer graphics actually work under the hood.
  • Developers aiming to write their own custom shaders for unique visual styles.
  • Artists and programmers who love achieving cool visual effects through code and math.

🧑‍🏫 About the Author

Dr. Penny de Byl is a seasoned full-stack developer and academic with over 25 years of experience teaching game development, programming, computer graphics, and animation. She’s a full professor who has consulted for Unity and SAE, and her textbooks are used globally. Penny holds an honours degree in computer graphics and a Ph.D. in artificial intelligence for game characters. She’s won numerous teaching awards and uses a project-based approach to ensure students gain practical, lifelong skills. Her focus is on empowering learners with a robust toolkit for technology.

Curriculum

📋 Course content

  1. Welcome & Setup
    • Welcome
    • Join the H3D Student Community
    • Contacting H3D
    • FAQs
    • Help! Why can’t I see my shaders correctly?
    • Working with Unity 6 in this course.
  2. The Rendering Pipeline
    • The Rendering Pipeline3:20
    • Your First Surface Shader12:31
    • Challenge0:16
  3. Mathematics for Shaders
    • Crash Course in Vector Mathematics6:10
    • Variables and Packed Arrays14:01
    • The Anatomy of a Mesh and Shader Input6:01
  4. Shader Properties
    • Shader Properties15:55
    • Properties Challenge 10:11
    • Properties Challenge 20:11
    • Properties Challenge 30:10
    • Properties Challenge 40:21
  5. Lighting Models
    • Lambert & Lighting2:46
    • Normal Mapping17:01
    • Bumped Diffuse Challenge0:08
    • Visualising Normals2:57
    • Illumination Models3:59
    • Bumped Environments13:47
    • Bumped Environments Challenge0:12
  6. Graphics Buffers & The Dot Product
    • Buffers and Queues7:21
    • The Dot Product7:00
    • Quiz
  7. Advanced Lighting & Effects
    • Rim Lighting10:04
    • Logical Cutoffs11:51
    • Challenge0:10
    • Lighting Models5:44
    • Blinn-Phong Lighting & Surface Output8:51
    • Physically-Based Rendering11:39
    • Challenge 10:18
    • Challenge 20:20
    • Writing Your Own Lighting Model15:44
    • Challenge 30:09
    • Challenge 40:14
  8. Transparency & Blending
    • The Alpha Channel8:34
    • Holograms9:50
    • Blending13:07
    • Leaves and Culling5:17
    • Blending Two Images11:00
  9. Stencil Buffer
    • Stencil Buffer10:22
    • Advanced Stencils13:45
  10. Vertex & Fragment Shaders
    • The Anatomy of a Vertex/Fragment Shader7:46
    • Colouring by Vertices and Fragments17:40
    • Material Use11:52
    • Lighting5:54
    • Shadows9:47
    • Challenge 10:08
    • Challenge 20:07
  11. Shader Examples & Techniques
    • Vertex Extruding7:10
    • Outlining11:21
    • Glass10:33
    • Waves10:41
    • Scrolling Textures9:09
    • Challenge0:13
    • Plasma10:47
    • Challenge0:06
  12. Volumetric Rendering
    • Ray Marching19:43
    • More on Ray Marching19:43
    • Spherical Fog18:02
    • Rendering Fog Density P116:40
    • Rendering Fog Density P27:03
    • Volumetric Clouds Value Noise17:45
    • Programming Value Noise P119:59
    • Programming Value Noise P214:23
    • Programming Value Noise P311:31
    • Integrating Colours and Depth15:16
    • Enhanced Noise13:18
    • Clouds On Camera P120:02
    • Clouds On Camera P213:52
    • Clouds On Camera P319:44
    • Clouds On Camera P412:01
  13. Conclusion
    • References0:09
    • Where to Now?11:16
  14. Appendices
    • Appendix A – CG Function List4:25
    • Appendix B – Shader Cheat Sheet1:33
    • Appendix C – Credits and Extra Resources0:21
Watch online or Download for Free
Shader Development from Scratch with Cg – Unity 6 Compatible by Penny de Byl
NAME
SIZEDURATION
03 – Illuminating Surfaces
69.6 MB44m
04 – The Dot Product
40 MB28m
06 – Passes & Blending
102.2 MB1h 11m
07 – Writing Vertex and Fragment Shaders
52.5 MB53m
08 – Advanced Effects
134.2 MB59m
10 – Final Words
69.9 MB11m


Join us on
  Channel    and      Group

Leave a Comment

Your email address will not be published. Required fields are marked *