Healthbars, SDFs and Lighting in Shaders for Game Development - Part 2
Offered By: Freya Holmér via YouTube
Course Description
Overview
Dive into an extensive 3.5-hour video tutorial on advanced shader techniques for game development, focusing on healthbars, Signed Distance Fields (SDFs), and lighting. Learn to create a complex healthbar system, explore 3D SDF raymarching, and master various lighting models including Lambert, Phong, and Blinn-Phong. Gain insights into energy conservation, PBR (Physically Based Rendering), BRDFs (Bidirectional Reflectance Distribution Functions), and rendering techniques. Conclude with a practical assignment to reinforce your newly acquired skills in shader programming for games.
Syllabus
- Healthbar assignment 1a
- Healthbar assignment 1b
- Healthbar assignment 1c
- Questions
- Healthbar assignment 1d
- Questions during break
- Healthbar assignment 1e
- Healthbar rounded edges
- Healthbar border
- 3D SDF raymarching showcase
- How SDF raymarching works
- Questions
- Lighting
- Questions
- Diffuse light Lambert
- Specular light Phong
- Questions during break
- Specular light Blinn-Phong
- Gloss remapping
- Compositing putting it all together
- PBR & BRDFs
- Energy conservation
- Questions
- Forward vs deferred rendering
- Fresnel glow effect
- Assignment 2
Taught by
Freya Holmér
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