I'm polling for who would be interested in paying for and attending a workshop teaching shaders, in Unity3D, in the March/April period in Johannesburg?
The workshop would be a couple of half-day Saturdays and include: the basics, mobile optimization and post-effects.
I'm organising for a local developer to teach the workshop.
The primary reason for a cost is to keep the students serious and also pay for the developer's time and effort preparing the workshop.
Is there anything else in the workshop you'd like to learn, related to shaders?
Unity3D experience and some programming knowledge would be a pre-requisite for attending.
People Interested:
[list=1]
[*] @Tuism
[*] @Bensonances
[*] @Gazza_N
[*] @hermantulleken
[*] @Karuji
[*] @Nitrogen
[*] @Stray_Train
[*] @DarkRa88iT
[*] @duncanbellsa
[*] @SUGBOERIE
[*] @edg3
[/list]
The workshop would be a couple of half-day Saturdays and include: the basics, mobile optimization and post-effects.
I'm organising for a local developer to teach the workshop.
The primary reason for a cost is to keep the students serious and also pay for the developer's time and effort preparing the workshop.
Is there anything else in the workshop you'd like to learn, related to shaders?
Unity3D experience and some programming knowledge would be a pre-requisite for attending.
People Interested:
[list=1]
[*] @Tuism
[*] @Bensonances
[*] @Gazza_N
[*] @hermantulleken
[*] @Karuji
[*] @Nitrogen
[*] @Stray_Train
[*] @DarkRa88iT
[*] @duncanbellsa
[*] @SUGBOERIE
[*] @edg3
[/list]
Comments
That's the language GM: S uses as well, so I'd love to learn it so I can use Shaders in both Unity and Gamemaker :).
It also depends on date and price for me.
So even if you couldn't copy and paste a Unity shader into GM, if you could write one for CG, you could write the same thing in GLSL without too much trouble.
How much Unity knowledge is required?
I've only recently started looking into Unity, so I'm not the most proficient with it.
Also, if we preorder this course, do we get a shiny Chippit figurine and exclusive shader code? :P
However, if you pay an extra fee you can pre-order the workshop's DLC which we will definitely, probably have; when and if we get around to it.
In all seriousness though, we're still working out the agenda which will affect the cost. Is there anything anyone specifically wants to learn regarding shaders?
Perhaps those with shader experience could suggest additional topics?
The really big factor is the amount of content that you want to get out. I'll put a course plan up on the first post and if there's anything you want to see added please comment.
Also, I'm so in!
As for what questions to ask, I'm coming from a completely non-understanding point of view. If there's a bare basics tutorial somewhere to get everyone up to some kind of uniform level before we go workshopping, I guess that'd be great :)
Heck I understand the principle of Shaders (@Elyaradine's ice baby comes to mind, also, Ghost Lamp), but I've no idea how it gets to that.
I just think that they do lots of stock, standard stuff, which I feel doesn't really illustrate the idea that you're just using some data and manipulating it in whatever the heck way you want before turning it into pixels. But maybe you need those building blocks before doing something more creative...? I dunno. I think it'd at least push you in the direction of knowing what it is that you don't know, at least.
I'm really talking about basic basics, not semi useful yet :p
I dunno what everyone else thinks about it though, I'm one opinion :) what say everyone else?
An important question is how theoretical everyone is interested in getting. I personally feel having a theoretical understanding of how graphics hardware works and USES these shaders is important for optimisation, and solid knowledge of how shaders interact with 3D engines like Unity help you when you want to create your own effects from scratch. That said, though, that doesn't get you making pretty things very fast. How does everyone feel about that?
On a side note, at that price, I'm definitely in. Also, I think it'll be good to have the 2 sessions in the same weekend.
1. Practicalness is important
2. ...I guess practicalness is the most important. For me :)
Introduction to 3D Game Programming with DirectX 9, 10 or 11 - Frank Luna
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This books are the heart of 3d graphics associated gaming. Everything is covered in this books. Directx9 covers shader 2.0, on top on vertex and pixel/fragment shaders Direct3d10 book adds on geometry shaders and directx11 book continues on compute shaders. This books may be read in any order that you like as they are independent of each other.... What I like about this books is the manner the topics are covered. In each topic Frank starts with theory behind the topic, then the mathematics used for the idea, then the math turns into algorithm and finally the algorithm into implementation. So you never get to miss why you would do anything the way you do.... Although you may not like directx or c++, I recommend that any developer should read this book at least ones. visit http://d3dcoder.net to find more about this books and screenshots of shaders you'll build.
HLSL Development Cookbook - Doron Feinstein
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covers things like Dynamic decals, Rain, Screen space Sun rays, Screen space ambient occlusion, HDR rendering, Bloom, Cascaded shadow maps, Point light PCF shadows, Deferred Shading and others. This book is rather an advanced book unlike Frank Lunas book, you only read it if you want to quickly implement a particular shader, this book uses directx11 as a base, but lot of directx code will be hidden as it's focus is on shaders.
Programming Vertex Geometry and Pixel Shaders - Wolfgang Engel, Jack Hoxley, Ralf Kornmann, Niko Suni, Jason Zink
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This book assumes that you already know directx9 and advances you to directx10. only basic shaders are covered in this book.
Wait a minute, did you notice one of the famous guys who is a Lead graphics programmer at RockStar games? This book is also available free online, I forgot the link, but the first link on google will be the pdf.
GPU Gems 3 - Nvidia
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Another advanced book on shaders. This one was written by more than 50 researcher on rendering. It covers all types of shaders from hlsl, glsl, cg. The most amazing thing about this book was on human skin rendering, I haven't seen this technology been used yet in games. Maybe Xbox 1 will change the scene. I mean that skin looked like it has been pre-rendered but everything was at runtime, amaizing... You can also read this book online, just go nvidia.com and go to developers section.
its time for me to sleep so I'll give more reviews on other books when I wake up, You can also check more reviews on Amazon.
Here is a list.........
Practical renderind with DirectX 11 - Jason Zink, Matt Pettineo, Jack Hoxley 2011
Microsoft XNA 4.0 Game Development Cookbook - Luke Drumm
3D Graphics with XNA Game Studio 4.0 - Sean James
XNA 3.0 Game Programming Recipes - Riemer Grootjans
Building XNA 2.0 Games A Practical Guide for Independent Game Development - James Silva and John Sedlak
In terms of the content, I would have to agree that getting the tools to experiment would be best. I am similarly in the boat where the topic interests me but I lack sufficient knowledge to have an idea of what I would want to learn. Having the tools to experiment and having some knowledge of how to put the tools and experimentation to practice would be ideal, if I could fiddle with shaders and eventually use them in a game that I make it would be an added win for me.
EDIT: I forgot to note that my work schedule might interfere with Saturday's one some weekends, if that is an issue then perhaps I should wait for the next one :(
Back on topic:
I can write shaders. I want to get better at implementing shaders in Unity, learn from people who do that all the time and stress test some shader needs I have with said experienced peeps. I am totally fine with going over the basics first to enable that though.
Ghost Lamp 3D pixels effect? It *seems* easy enough given the knowledge, (i'm guessing each pixel has a layer of 4, each of their opacity is adjusted by an average value of angle of light falling on it x strength of light) but I dunno how to express that in... Anything, lol :P
I'm quite keen on dissecting ye olde classic cel-shading... uh... shader myself, as well as toon outlines a-la Borderlands. Those have a lot of potential uses.
Would it be possible to also talk about occlusion outlining?
So like... get the shape of the object, grow it by x pixels, put it under the original object?