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Shader Development from Scratch for Unity with Cg

  • Development
  • Apr 18, 2025
SynopsisShader Development from Scratch for Unity with Cg, available...
Shader Development from Scratch for Unity with Cg  No.1

Shader Development from Scratch for Unity with Cg, available at $89.99, has an average rating of 4.76, with 78 lectures, 1 quizzes, based on 3354 reviews, and has 20672 subscribers.

You will learn about 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. This course is ideal for individuals who are Anyone fascinated by the way computer graphics works. or Anyone wanting to understand how to write their own shaders. or Anyone who loves the visual effects that can be achieved through simple code and mathematics. It is particularly useful for Anyone fascinated by the way computer graphics works. or Anyone wanting to understand how to write their own shaders. or Anyone who loves the visual effects that can be achieved through simple code and mathematics.

Enroll now: Shader Development from Scratch for Unity with Cg

Summary

Title: Shader Development from Scratch for Unity with Cg

Price: $89.99

Average Rating: 4.76

Number of Lectures: 78

Number of Quizzes: 1

Number of Published Lectures: 78

Number of Published Quizzes: 1

Number of Curriculum Items: 79

Number of Published Curriculum Objects: 79

Original Price: $19.99

Quality Status: approved

Status: Live

What You Will Learn

  • 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.
  • Who Should Attend

  • 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.
  • Target Audiences

  • 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.
  • Now Updated for Unity 2017 to 2019

    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

  • surface, vertex and fragment shaders written in CG/HLSL

  • volumetric rendering

  • 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 examples 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 newfound skills to interrogate the code they write for better understanding.

    The next section brings together all the skills learned throughout together, to develop some of the more popular complex shaders including animated plasma and animated water with waves.

    Finally volumetric shaders are covered in which you will follow along to create special effects such as fake geometry, fog and clouds.

    What students are saying about this course:

  • This is the best course I’ve ever taken. It is perfect for me. I worked for 15 years in feature animation. A large part of my career was spent developing shaders for a proprietary renderer. This course has already helped me to bring the value of my previous experience into Unity.

  • Best shader course I’ve come across. There are enough and more tutorials on youtube to teach you how to develop your own shaders, but nothing falls into the class of Penny’s tutorials. They are clear and to the point. Really happy about this one.

  • Wow! Thank you so much! If there were 10 stars – this course would deserve it. Going from absolutely knowing nothing about Shader writing to have a profund understanding about it..

  • I wanted to let you know that I just finished your shader course and thought it was fantastic. It was a pleasure to take the course and finally get a grasp on a topic that seemed so foreign to me not so long ago. Your teaching style and personality really worked for me and made learning a breeze!

  • Course Curriculum

    Chapter 1: Introduction

    Lecture 1: Welcome

    Lecture 2: Join the H3D Student Community

    Lecture 3: Contacting H3D

    Lecture 4: FAQs

    Lecture 5: Help! Why cant I see my shaders correctly?

    Lecture 6: The Rendering Pipeline

    Lecture 7: Your First Surface Shader

    Lecture 8: Challenge

    Lecture 9: Crash Course in Vector Mathematics

    Chapter 2: Shader Essentials

    Lecture 1: Variables and Packed Arrays

    Lecture 2: The Anatomy of a Mesh and Shader Input

    Lecture 3: Shader Properties

    Lecture 4: Properties Challenge 1

    Lecture 5: Properties Challenge 2

    Lecture 6: Properties Challenge 3

    Lecture 7: Properties Challenge 4

    Chapter 3: Illuminating Surfaces

    Lecture 1: Lambert & Lighting

    Lecture 2: Normal Mapping

    Lecture 3: Bumped Diffuse Challenge

    Lecture 4: Visualising Normals

    Lecture 5: Illumination Models

    Lecture 6: Bumped Environments

    Lecture 7: Bumped Environments Challenge

    Lecture 8: Buffers and Queues

    Chapter 4: The Dot Product

    Lecture 1: The Dot Product

    Lecture 2: Rim Lighting

    Lecture 3: Logical Cutoffs

    Lecture 4: Challenge

    Chapter 5: Lighting

    Lecture 1: Lighting Models

    Lecture 2: Blinn-Phong Lighting & Surface Output

    Lecture 3: Physically-Based Rendering

    Lecture 4: Challenge 1

    Lecture 5: Challenge 2

    Lecture 6: Writing Your Own Lighting Model

    Lecture 7: Challenge 3

    Lecture 8: Challenge 4

    Chapter 6: Passes & Blending

    Lecture 1: The Alpha Channel

    Lecture 2: Holograms

    Lecture 3: Blending

    Lecture 4: Leaves and Culling

    Lecture 5: Blending Two Images

    Lecture 6: Stencil Buffer

    Lecture 7: Advanced Stencils

    Chapter 7: Writing Vertex and Fragment Shaders

    Lecture 1: The Anatomy of a Vertex/Fragment Shader

    Lecture 2: Colouring by Vertices and Fragments

    Lecture 3: Material Use

    Lecture 4: Lighting

    Lecture 5: Shadows

    Lecture 6: Challenge 1

    Lecture 7: Challenge 2

    Chapter 8: Advanced Effects

    Lecture 1: Vertex Extruding

    Lecture 2: Outlining

    Lecture 3: Glass

    Lecture 4: Waves

    Lecture 5: Scrolling Textures

    Lecture 6: Challenge 1

    Lecture 7: Plasma

    Lecture 8: Challenge 2

    Chapter 9: Volumetric Rendering

    Lecture 1: Ray Marching

    Lecture 2: More on Ray Marching

    Lecture 3: Spherical Fog

    Lecture 4: Rendering Fog Density P1

    Lecture 5: Rendering Fog Density P2

    Lecture 6: Volumetric Clouds Value Noise

    Lecture 7: Programming Value Noise P1

    Lecture 8: Programming Value Noise P2

    Lecture 9: Programming Value Noise P3

    Lecture 10: Integrating Colours and Depth

    Lecture 11: Enhanced Noise

    Lecture 12: Clouds On Camera P1

    Lecture 13: Clouds On Camera P2

    Lecture 14: Clouds On Camera P3

    Lecture 15: Clouds On Camera P4

    Lecture 16: References

    Chapter 10: Final Words

    Lecture 1: Where to Now?

    Chapter 11: Appendices

    Lecture 1: Appendix A – CG Function List

    Lecture 2: Appendix B – Shader Cheat Sheet

    Lecture 3: Appendix C – Credits and Extra Resources

    Instructors

  • Shader Development from Scratch for Unity with Cg  No.2
    Penny de Byl
    International Award Winning Professor & Best Selling Author
  • Shader Development from Scratch for Unity with Cg  No.3
    Penny Holistic3D
    Academic, Author & Game Development Enthusiast
  • Rating Distribution

  • 1 stars: 9 votes
  • 2 stars: 25 votes
  • 3 stars: 188 votes
  • 4 stars: 972 votes
  • 5 stars: 2160 votes
  • Frequently Asked Questions

    How long do I have access to the course materials?

    You can view and review the lecture materials indefinitely, like an on-demand channel.

    Can I take my courses with me wherever I go?

    Definitely! If you have an internet connection, courses on Udemy are available on any device at any time. If you don’t have an internet connection, some instructors also let their students download course lectures. That’s up to the instructor though, so make sure you get on their good side!