Intro to Creating Real-time Shaders

Ben Cloward
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Abstract

Real-time shaders are incredibly powerful in game design. This hands-on session will introduce beginners to the basics of creating shaders for games and other real-time applications using a node-based shader editor. It will include a brief overview of the subject, step-by-step tutorials for creating three simple shaders (Distortion, Flipbook Animation, and Environmental Blend), as well as explanations of the math principles used. The session will be ideal for those wanting to get a jump start in learning shader creation. Though this course will be taught in Unity, the processes are very similar and can easily be translated to work inside of Unreal or other game engines with a node-based interface.
创建实时着色器简介
实时着色器在游戏设计中非常强大。这个动手的会议将向初学者介绍使用基于节点的着色器编辑器为游戏和其他实时应用程序创建着色器的基础知识。它将包括主题的简要概述,一步一步的教程创建三个简单的着色器(失真,Flipbook动画和环境混合),以及使用的数学原理的解释。会议将是理想的那些想要在学习着色器创建一个跳跃的开始。虽然这门课程将在Unity中教授,但过程非常相似,可以很容易地翻译为虚幻或其他基于节点的游戏引擎内部的工作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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