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