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 project | 4:57 |
2. | Loading and drawing our assets | 9:15 |
3. | Building a World Matrix | 4:55 |
4. | Calculating a View and Projection Matrix | 6:18 |
5. | Rendering with basic effects | 5:06 |
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 textures | 6:34 |
12. | Calculating diffuse lighting | 7:42 |
13. | Adding lights, techniques and colors | 5:18 |
14. | Loading normal maps | 6:01 |
15. | Assigning normal maps to effects | 9:00 |
16. | Calculating diffuse with normal maps | 9:01 |
17. | Fixing bump results | 4:20 |
18. | Orbiting the camera with the View Matrix | 5:00 |
19. | Coding the specular technique | 5:30 |
20. | Calculating the Half Vector | 9:11 |
21. | Combining specular highlights | 3:51 |
22. | Adding highlights to normal-mapped objects | 7:25 |
23. | Calculating Half Vectors in Tangent Space | 3:20 |
24. | Adding reflections with cubemaps | 7:48 |
25. | Reflections on diffuse and normal-mapped objects | 5:14 |
26. | Shortening our reflection code | 6:36 |
27. | Assigning different techniques to specific areas | 5:22 |
28. | Setting different values on shader parameters | 6:46 |
29. | Utilizing specular maps | 6:08 |
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 shadows | 3:15 |
35. | Rendering our glow pass | 9:10 |
36. | Render to texture and drawing it onscreen | 8:44 |
37. | Building a new Pixel Shader to combine passes | 8:13 |
38. | Calculating a simple blur | 5:23 |
39. | Adding colors and flicker to the glow | 8:45 |
Total Run Time: | 4:08:32 |
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