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Workshop: (Unity3D) Shaders – Making your games pretty!

By: Tasos Stamadianos (@tasostam)
http://tasosgamedev.com/

A gentle introduction to the concept and customization of shaders! Learn how to give your Unity games a unique and pretty twist both in the Unity editor and shader code! We’ll be covering what a shader is, Standard Unity shader (which comes by default), and an intro to writing your own shader.This workshop is oriented to folks with little to no knowledge about shaders.

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Workshop: (Unity3D) Shaders – Making your games pretty!

  1. 1. Shaders Tasos Stamadianos
  2. 2. Before we begin... - Please download the necessary files: - http://bit.ly/2arPTiv
  3. 3. Agenda ● About me ● What’s a shader? ● Graphics pipeline high-level ● Lighting ● Physically-based rendering ● Physically-based rendering in Unity ● Post-processing effects ● Unity shader system ● Post-processing effect example
  4. 4. About Me - Graduated from UOIT - Engine programmer at Ludia - Programming is love, programming is life
  5. 5. No black boxes! - Know enough to Google it!
  6. 6. Reinvent the wheel! - Practice, practice, practice to learn!
  7. 7. Ask questions! - No one attends presentations because they already know everything. - No such thing as a stupid question - While embarrassment can be an effective growing tool for some, it can paralyze others out of learning.
  8. 8. What’s a shader? - A lightweight program running thousands at times at once on the GPU - Takes in data and outputs data - Varies depending on stage of graphics pipeline
  9. 9. Graphics Pipeline High-level - Starts with a 3D model and ends with a flat image on the screen Model-friendly vertex data Vertex Shader GPU-friendly vertex data Textures and other data Fragment Shader Pretty pixels
  10. 10. Graphics Pipeline High-level
  11. 11. Graphics Pipeline High-level - Models are comprised of their own points relative to that model, not to your game world - First step is to position these local points into the game world - To do this we use....
  12. 12. Vertex Shaders - Given information about a vertex and some info about the world and camera, this places a point on a model into the virtual world - There’s also some GPU stuff related to clipping but that’s not important for this workshop - Model data in, important data for shading out!
  13. 13. Graphics Pipeline High-level - After we know what has to be rendered, it comes time to actually render it - Known as ‘shading’ - Use vertex data and some other customizable parameters - Uniforms (constants), textures, etc
  14. 14. Fragment Shader - The penultimate step of the rendered pixel, but easily the most important - Vertices are assembled into tiny pieces and we use interpolated data to colour things (normals and UVs most common) - All colouring and effects are done here - Normal mapping - Colour correction - Toon shading
  15. 15. Fragment Shader - Most common example is normal mapping
  16. 16. Fragment Shader - Toon shading is popular too
  17. 17. Fragment Shader - But nothing is more ubiquitous than LENS FLARES AND BLOOM - SO REALISTIC
  18. 18. The Final Step - Blending to the backbuffer - Incoming pixels must interact with existing pixels - Try it
  19. 19. Geometry Shaders - Vertices can also produce more vertices - Geometry shaders take one vertex, do some calculations, and output more vertices! - Good for particles
  20. 20. Tessellation Shaders - Take a model as a whole and either reduce/increase the number of triangles - Increases or decreases model quality to save on calculations
  21. 21. Lighting - Traditional method is to use Phong shading - Looks okay, efficient and cheap - Doesn’t have the next-gen look
  22. 22. Physically-based rendering! - THE FUTURE IS HERE - Use physical properties of a material (roughness, shininess) to light it, and reflect how light bounces around a scene! - Global illumination in a fast way - Unity uses this method
  23. 23. Physically-based rendering in Unity - Unity material system is pretty powerful and customizable - Relies on certain material properties, and we will go over each of them
  24. 24. A Note on Maps - “Maps” are just fancy terms for textures - Dictate the values at a given point of a surface - Albedo, specular, normal, etc - Each will be explained
  25. 25. Unity PBR Material Parameters - Albedo - Colour at a specific point - Can be uniform or provided via ‘albedo map’, AKA ‘texture map’
  26. 26. Unity PBR Material Parameters - Metallic - One of two shininess options - Basically, how metalic an object is will influence how much light reflects - Can also specify “smoothness” - Describes how the reflected light will reflect
  27. 27. Unity PBR Material Parameters - Specular - The other of two shininess options - Use a map to specify the shiny parts of the surface - Also uses the “smoothness” parameter
  28. 28. Unity PBR Material Parameters - Normal map - Specify detailed normals to use in the lighting calculations
  29. 29. Unity PBR Material Parameters - Height map, or parallax map - Gives the appearance of protruding geometry from a flat surface - Fake extra modelled detail at a fraction of the cost
  30. 30. Unity PBR Material Parameters - Occlusion map - Specify how certain parts of the model should react to indirect lighting (lighting from the scene)
  31. 31. Unity PBR Material Parameters - Emission map - Specify the light emitting from areas of a surface - Both colour and intensity
  32. 32. Unity PBR Material Parameters - Detail mask - Specify parts of the surface which need more detail - Provide more detail with the specified albedo and normal textures
  33. 33. Post-processing effects - Make things pretty! - Shaders can be used to change colours of a screen as a whole - Known as post-processing effects - Colour correction, greyscale, toon shading, bloom - Lens flares for that next-gen look & feel - Must use the Unity shader and RTT system now
  34. 34. Unity Shader System - Can write a variety of shaders - Surface shader (lighting, not what we’re interested in) - Traditional vertex/fragment shader (more useful for post-processing) - Fixed-function (i don’t know why these are still here)
  35. 35. Unity Shader System - We’ll use the Vertex/Fragment shader method - Unity ShaderLab is based on HLSL
  36. 36. Putting it all together - Need two things: - Script with “OnRenderImage” implemented - Shader to apply
  37. 37. Post-processing effect example
  38. 38. OnRenderImage - Important parameters - ‘src’ and ‘dest’ are render targets - One extremely important function
  39. 39. Fullscreen Blur - One of the easiest effects to create - Can be used to bring things in/out of focus - Cheap DOF
  40. 40. Questions?
  41. 41. Shameless friend plug - Special thanks to: - Jonathan Virly for the spider mech - jones.virly@gmail.com - Matthew Racanelli for the textures - mracanelli.com
  42. 42. Helpful resources - Krita - General 2D painting - https://krita.org/en/ - Blender - 3D Modelling + map painting - https://www.blender.org - Sculptris - Normal maps - http://pixologic.com/sculptris/
  43. 43. Thank you! I enjoy learning through teaching! @tasostam tasosgamedev.com

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