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Study mode:
on
1
- Intro
2
- Recap
3
- Multi-light support assignment 2
4
- .cginc include files
5
- Multiple passes
6
- Macros
7
- Unity's lighting macros
8
- Questions
9
- Garden of the sea example
10
- Color/Albedo texture
11
- Normal maps & tangent space
12
- Questions
13
- Normal map intensity
14
- Height/Displacement maps
15
- Vertex shader texture sampling
16
- Vertex offset & mesh normal caveats
17
- Questions
18
- The importance of ambient light
19
- Basic ambient light
20
- Image-based lighting IBL
21
- Skybox shader
22
- Rectilinear skybox sampling
23
- Diffuse IBL
24
- Specular IBL
25
- Outro
Description:
Save Big on Coursera Plus. 7,000+ courses at $160 off. Limited Time Only! Grab it 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.

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

Freya Holmér
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