# Unity_Shader_Learn **Repository Path**: oopenoo/Unity_Shader_Learn ## Basic Information - **Project Name**: Unity_Shader_Learn - **Description**: Self Learning ShaderLab Shader in Unity3D - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 0 - **Created**: 2019-09-25 - **Last Updated**: 2020-12-19 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README # Unity_Shader_Learn Unity Version: 2017.2.1f1
](https://imgur.com/a/MXB2S)
* From Left to Right :
* Direction Offset
* Streamer Color
* Fade
* Outline(Normal)
* Direction Offset + Streamer Color
* ZTest
* Mask Texture Clip + Direction Offset
* Dissolve
* Refraction Invisible
* World Position
* Ramp (implemented with surface shader)
* Normal in world space
* Noise
* Mosaic
* Rim
* From Left to Right :
* Diffuse in vertex level
* Diffuse in pixel level
* Half Lambert
* Specular in vertex level
* Specular in pixel level
* Blinn-Phong
* From Left to Right :
* Single Texture (Texture + Bling-Phong)
* Normal in tangent space
* Normal in world space
* Ramp (implemented with vertex fragment shader)
* Above picture is the main texture, From Left to Right :
* Alpha Blend + Double Pass
* Alpha Blend + ZTest
* Alpha Blend
* Alpha Test
* Original Ring (Standard surface shader)
* Alpha Series Artifacts: (Alpha Blend + Double Pass is Recommended!)
* From Left to Right :
* Alpha Blend (Causing Z-Fighting)
* Left: Alpha Blend + ZTest (Wrong), Right: Alpha Blend + Double Pass (Correct)
* Basic Lightning vertex fragment Shader (implemented with Bling-Phong)
* For A ~ E point lights: their intensities are 5.0, 4.0, 3.0, 1.0, 2.0
* Since Unity only consider at most 4 lights, the light D are not considered
* Basic Lightning & Cast/Recieve Shadow vertex fragment Shader (implemented with Bling-Phong)
* A is point light with white color
* B is directional light colored white, angle marked as white vector in the picture
* The angle of B is (50.587, -32.592, 31.197)
* Note that there is another wall in Scene Geometry clipped by the camera.
* Basic Lightning & Cast/Recieve Shadow Shader With Alpha Test (implemented with Bling-Phong)
* implemented by configure Fallback as "Transparent/Cutout/VertexLit"
* Light info: Directional Light colored white with angle (82.413, 15.049, 251.738)
* Fresnel & Reflect & Refract & Glass Effect
* Glass Effect implemented by Conbine bump, refract, reflect, uv shift
* Comparsion to Reflect & Frensel
* Trying to make refelct more realistic
* Trying Combining Lambertian with Reflect
* I use Diffuse * Lerp(Diffuse + specular, ReflColor) to approach, however there might be a better solution
* Shadow artifacts due to bias (Unity can only increase bias to 2!)
* 2D Image Sequence, Scrolling background water sprite and billboard
* Some Post Processing Effects
* (Shown in gif) Brightness, Luminance, Contrast, Gaussian Blur, Bloom, Sobel edge detection
* (Not Shown in gif) Motion Blur (Use Depth map or not), alternate edge detection using depth map, fog
* Hatching Effect & Toon Shading
* Hatching is simple version of [Matthew Webb, Emil Praun,Adam Finkelstein and Hugues Hoppe, Fine Tone Control in Hardware Hatching, SIGGRAPH, 2001]
* Toon Shading is simpling outline + ramp
* Dissolve + Bloom + Brightness & Contrast
* Water Effect using noise with refraction
* Screen space fog using noise & depth map
* Shield Effects
* Stockingize Effect to create Stocking
* Screen Space Wave Propagation Effect
* Lotion Effects (See original size screenshot for checking it's effect)
* Wave Effect with collision and reflect surface