Let's Get Visual!
- Using direction to determine where a texture should appear
- Animating portions of our mesh over time to move in a specific direction with color and/or alpha properties
Blending in multiple colors to create a unique effect
- Using transparency for hollow looking objects
Combining and blending between different sets of texture maps
Adding full screen image overlays to mimic scopes
Procedural noise movement using a simple black and white noise texture
Bonus Section on Shader Graph
Learn how to use the shader graph system to easily create shaders from the ground up without writing any code. This section includes:
- Create a shield shader complete with animated textures and dissolve effects
- Play around with vertices to make a character fatter, skinny, or deformed to include masking
- Build a 3d print shader with glowing edge either as an animated effect or "sliced" prop
There are many ways of using these methods for unique shaders, even minimal changes using these methods can result in a completely different effect. If you're ready to start learning how to control the visual aspects of your game from a technical stand point, then this course is for you.