Shader Basics, Blending and Textures for Game Developers - Part 1

Shader Basics, Blending and Textures for Game Developers - Part 1

Freya Holmér via YouTube Direct link

- Data types fixed vs half vs float

10 of 30

10 of 30

- Data types fixed vs half vs float

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Classroom Contents

Shader Basics, Blending and Textures for Game Developers - Part 1

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  1. 1 - What are shaders?
  2. 2 - Case study/screenshots from FFXIV, Overwatch & more
  3. 3 - The Structure of a Shader
  4. 4 - Vertex shader
  5. 5 - Fragment shader
  6. 6 - Shader vs Material
  7. 7 - A first look at shader code
  8. 8 - Vertex Normals
  9. 9 - Interpolators
  10. 10 - Data types fixed vs half vs float
  11. 11 - Fragment shader output
  12. 12 - Swizzling
  13. 13 - Passing data from vertex shader to fragment shader
  14. 14 - Space transformation w. Matrices
  15. 15 - UV coordinates & manipulation
  16. 16 - Gradients
  17. 17 - Values outside of 0 to 1
  18. 18 - Triangle waves using math
  19. 19 - Preprocessor constants
  20. 20 - Pattern manipulation
  21. 21 - Blending Modes
  22. 22 - Depth buffer & depth testing ZTest
  23. 23 - Waves, ripples & vertex offsetting
  24. 24 - Textures
  25. 25 - World space coordinates
  26. 26 - Texture masking
  27. 27 - Isotropic mip maps
  28. 28 - Anisotropic mip maps
  29. 29 - Point vs bilinear vs trilinear filtering
  30. 30 - Final questions

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