Saturday, March 21, 2009

T0481 - Digital Tutors - Real-Time Shaders with XNA

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Learn the fundamentals of real-time shaders and a time-saving workflow to creating real-time shaders with XNA. Contains over 4 hours of project-based training for technical artists learning the methods of real-time shading using XNA.Popular highlights include:

  • XNA Overview

  • Overview of Real-Time Shaders

  • Loading FBX Content Pipeline Files

  • Using Basic Effects

  • Writing Vertex and Pixel Shaders

  • Coding Effects and Techniques

  • Setting World, View and Projection Matrices

  • Altering View Matrix to Create Turntable

  • Using Skinned Model Processor

  • Constant and Texture Shading

  • Lambertian Diffuse Lighting Model

  • Blinn-Phong Shading Model

  • Faking Reflections with Cubemaps

  • Using Normal Maps

  • Specularity / Reflections using Normal Maps

  • Setting up Multiple Techniques

  • Computing Flat Shadows

  • Shadow Shaders

  • Working with the Stencil Buffer

  • Render to Texture

  • Drawing with Sprite Batch

  • Using Pixel Shaders for Post Effects


Lesson Outline:











































































































































































































1.Creating our project4:57
2.Loading and drawing our assets9:15
3.Building a World Matrix4:55
4.Calculating a View and Projection Matrix6:18
5.Rendering with basic effects5:06
6.Getting Skinned Animations (part 1)5:21
7.Getting Skinned Animations (part 2)6:50
8.Getting Skinned Animations (part 3)4:30
9.Building our first shader (part 1)7:19
10.Building our first shader (part 2)7:53
11.Shading with textures6:34
12.Calculating diffuse lighting7:42
13.Adding lights, techniques and colors5:18
14.Loading normal maps6:01
15.Assigning normal maps to effects9:00
16.Calculating diffuse with normal maps9:01
17.Fixing bump results4:20
18.Orbiting the camera with the View Matrix5:00
19.Coding the specular technique5:30
20.Calculating the Half Vector9:11
21.Combining specular highlights3:51
22.Adding highlights to normal-mapped objects7:25
23.Calculating Half Vectors in Tangent Space3:20
24.Adding reflections with cubemaps7:48
25.Reflections on diffuse and normal-mapped objects5:14
26.Shortening our reflection code6:36
27.Assigning different techniques to specific areas5:22
28.Setting different values on shader parameters6:46
29.Utilizing specular maps6:08
30.Drawing shadows with a Shadow Matrix (part 1)6:25
31.Drawing shadows with a Shadow Matrix (part 2)5:34
32.Using the Stencil Buffer for shadows (part 1)6:01
33.Using the Stencil Buffer for shadows (part 2)4:31
34.Semi-transparent shadows3:15
35.Rendering our glow pass9:10
36.Render to texture and drawing it onscreen8:44
37.Building a new Pixel Shader to combine passes8:13
38.Calculating a simple blur5:23
39.Adding colors and flicker to the glow8:45

Total Run Time:


4:08:32

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