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Normal Maps, Tangent Space, and Image-Based Lighting for Game Development - Part 3

Freya Holmér via YouTube

Overview

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Dive into an extensive 3-hour lecture on advanced shader techniques for game development. Explore normal maps, tangent space, height maps, and image-based lighting. Learn about multi-light support, .cginc include files, multiple passes, and Unity's lighting macros. Discover how to implement color/albedo textures, normal map intensity, and height/displacement maps. Gain insights into vertex shader texture sampling, mesh normal caveats, and the importance of ambient light. Master the concepts of image-based lighting (IBL), skybox shaders, and rectilinear skybox sampling. Enhance your understanding of diffuse and specular IBL techniques to create more realistic and visually appealing game environments.

Syllabus

- Intro
- Recap
- Multi-light support assignment 2
- .cginc include files
- Multiple passes
- Macros
- Unity's lighting macros
- Questions
- Garden of the sea example
- Color/Albedo texture
- Normal maps & tangent space
- Questions
- Normal map intensity
- Height/Displacement maps
- Vertex shader texture sampling
- Vertex offset & mesh normal caveats
- Questions
- The importance of ambient light
- Basic ambient light
- Image-based lighting IBL
- Skybox shader
- Rectilinear skybox sampling
- Diffuse IBL
- Specular IBL
- Outro

Taught by

Freya Holmér

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