|
|
EVENT DETAILS |
Shaders are programs that run on the graphic processing unit (GPU). They are mostly used to control the placement of vertices & the rendering of pixels. Everything that gets rendered to a screen passes through a shader.
Making your own shaders will allow you to take control of the look & style of your project. Shaders may be useful for simple, specialized effects or may be layered up & combined with built-in Unity macros to produce high-end, physically based rendering.
In this workshop we will begin with the basics of the shader language. After that we'll look at geometry & how attributes are passed to shaders. We'll use math functions to shape gradients & learn to make simple special effects like fire & electricity. We'll also get into Unity's lighting pipeline & how to bend it to your own needs.
WHO SHOULD ATTEND
Designers - who already work with code, & want to unlock new potentials
Game Developers - who want to improve the flexibility of their pipeline
Creative Coders - who want to learn new skills for their creations
Digital Artists - who want to learn how to create for real-time environments
Technical Artists - who want new ideas for procedural approaches
COURSE HIGHLIGHTS
Understand the GPU shader pipeline
What are fragment & vertex shaders: Modify vertices in the vertex shader & pass attributes along to the frag shader for rendering.
Shaping Functions: Use some simple math to get fine control over your renders.
Geometry Attributes: How to make, modify, & manipulate your geometry to create variability in your shader.
Lighting Math: What's a dot product? How can you make your own lighting from scratch (and when would you want to).
Special Effects: Use domain warping with noise & other tricks to create beautiful special effects.
The PBR Pipeline: Unity does a lot of work for you under the hood. We'll look at Unity's standard rendering pipeline.
SCHEDULE
DAY 1
9:30 - 10:00: Welcome & Breakfast
10:00 - 10:15: Introductions
10:15 - 10:45: Intro to unlit shader
10:45 - 11:15: Geometry attributes into shaders
11:15 - 12:00: Math functions
12:00 - 12:30 Working with textures
12:30 - 1:30 Lunch (provided)
1:30 - 2:30 Animated special effects
2:30 - 3:30: Workshop time & individual help
3:30 - 4:30: Intro to Perlin Noise
4:30 - 6:00 Layering techniques: creating a solar system
DAY 2
9:30 - 10:00: Welcome & Breakfast
10:00 - 12:30 Building a PBR' shader from the ground up: color, texture, lighting, normals, shadows.
12:30 - 1:30 Lunch
1:30 - 2:30 Advanced Perlin Noise
2:30 - 5:00 Creating a procedural world from rippling oceans to towering mountains.
5:00 - 6:00 Workshop & individual help
KEY TAKEAWAYS
Lectures from industry professionals who use these techniques to create personal & commercial work
Hands-on workshop time with support from the workshop leaders
Time to ask questions, & dive deeper into particular topics of interest
Source code written by the workshop leaders that you can use in your own projects & act as a template for future experimentation
Meet & network with others in your field in a fun & supportive environment.
David Lobser is a 3D artist, director & XR developer working in Brooklyn, NY. He develops projects for clients such as Forbes, H&M, Google, The Economist etc. with his production studio: Object Normal.
As an artist in residence at NYU's Future Reality Lab he developed a series of social VR experiences including Flock, which has been exhibited internationally.
His VR app: Cosmic Sugar is a computer shader driven sandbox for art & physics.
Nate is a freelance creative technologist, technical director, & digital artist based in NYC.
He specializes in creating custom hardware & software systems for interactive audio visual installations, digital event activations, & live performance. He holds a Bachelor of Science in Electrical & Computer Engineering from The University of Colorado.
He is interested primarily in the ways art & technology influence each other, how culture is created & spread, & the power of sublime moments of total immersion.
He creates work on OpenFrameworks, Cinder, Unity3D, TouchDesigner, Max/MSP, among others & thrives on learning new techniques & tools.
|
|
|
|
|
|