Difference between revisions of "Category:Shaders"

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(updates to chronic's shader)
(3Point Shader Pro, GLSL Hacker, GLSL Sandbox, PowerVR SDK, alphabetical)
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== Creating Shaders ==
 
== Creating Shaders ==
 +
* [http://www.polycount.com/forum/showthread.php?t=104692 Material editors vs. Custom shader code] Polycount forum thread
  
=== Beginner ===
+
=== Beginner Tutorials ===
 
* [https://www.cg-academy.net/es_catalog/product_info.php?products_id=64&osCsid=5jn41nk4i5uii38d3t0sg4tn53c430a3 CG Academy HLSL Shader Creation series] by [http://www.bencloward.com/ Ben Cloward] ($) is an excellent 3-part series on making HLSL shaders for 3ds Max (can easily be transferred to Maya too).
 
* [https://www.cg-academy.net/es_catalog/product_info.php?products_id=64&osCsid=5jn41nk4i5uii38d3t0sg4tn53c430a3 CG Academy HLSL Shader Creation series] by [http://www.bencloward.com/ Ben Cloward] ($) is an excellent 3-part series on making HLSL shaders for 3ds Max (can easily be transferred to Maya too).
 
* [http://eat3d.com/blog/eat-3d/new-dvd-release-shader-production-writing-custom-shaders-cgfx Eat3D's "Shader Production - Writing Custom Shaders with CGFX"] by [http://www.linkedin.com/pub/luiz-kruel/3/127/463 Luiz Kruel] ($) is anotehr excellent video tutorial that guides you through writing your own shaders, primarily with the CGFX shader language in Maya. DVD release was September 14, 2011.
 
* [http://eat3d.com/blog/eat-3d/new-dvd-release-shader-production-writing-custom-shaders-cgfx Eat3D's "Shader Production - Writing Custom Shaders with CGFX"] by [http://www.linkedin.com/pub/luiz-kruel/3/127/463 Luiz Kruel] ($) is anotehr excellent video tutorial that guides you through writing your own shaders, primarily with the CGFX shader language in Maya. DVD release was September 14, 2011.
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* [http://bencloward.com/resources_tutorials.shtml Ben Cloward's Normal Mapping Tutorial]: One of the best sources for people getting into shaders and who want a better understanding of what a normal map is.  Covers the basics of lighting, how normal maps work, and the process of creating and applying normal maps.
 
* [http://bencloward.com/resources_tutorials.shtml Ben Cloward's Normal Mapping Tutorial]: One of the best sources for people getting into shaders and who want a better understanding of what a normal map is.  Covers the basics of lighting, how normal maps work, and the process of creating and applying normal maps.
  
=== Intermediate ===
+
=== Intermediate Tutorials ===
 
* [http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 TF2 Shading in UT3] by [http://polyphobia.de Steffen "Neox" "polyphobia" Unger]<<BR>> Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.
 
* [http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 TF2 Shading in UT3] by [http://polyphobia.de Steffen "Neox" "polyphobia" Unger]<<BR>> Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.
 
* [[Parallax mapping types]]: An article briefly covering the different techniques for parallax mapping (offset, parallax occlusion, relief, etc.), with links to the papers detailing them and other related resources.
 
* [[Parallax mapping types]]: An article briefly covering the different techniques for parallax mapping (offset, parallax occlusion, relief, etc.), with links to the papers detailing them and other related resources.
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=== Advanced ===
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=== Advanced Tutorials ===
 
{| border="1" cellpadding="2" cellspacing="0"
 
{| border="1" cellpadding="2" cellspacing="0"
 
|<class="red">| Red means it needs to be ported  
 
|<class="red">| Red means it needs to be ported  
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== Tools ==
 
== Tools ==
To create and edit shaders, most people use a text editor (like [http://notepad-plus.sourceforge.net Notepad ++]) to write them and a 3d program (a game engine, 3ds Max, Maya, etc.) to view them. For those who are new to shaders the following tools provide a graphical user interface for easier creation.
+
To create and edit shaders, most people use a text editor (like [http://notepad-plus.sourceforge.net Notepad ++]) to write them and a 3d program (a game engine, 3ds Max, Maya, etc.) to view them. For those who are new to shaders the following tools provide a graphical user interface for easier creation.  
  
* [http://www.polycount.com/forum/showthread.php?t=104692 Material editors vs. Custom shader code] Polycount forum thread
+
In alphabetical order:
* [http://www.lumonix.net/shaderfx.html Shader FX] by [http://www.lumonix.net Lumonix]<<BR>> This is a full-featured real-time shader editor for 3ds Max. It allows artists with no previous programming experience to build complex HLSL or CG FX shaders, using a graphical schematic interface to wire nodes together. Shader FX is very useful for the beginner artist to get his head around the concepts of creating shaders, with its great node-based interface, and it is useful for the more advanced shader writer to understand how certain nodes work. Kees and Ben are leaders in shaders and analyzing their raw and exported HLSL code will help authors understand many cutting edge techniques, such as sub-surface scattering, fur, and glow. Free for individuals and companies smaller than 2 employees.
+
* [http://www.3pointstudios.com/3pointshader_about.shtml 3Point Shader Pro] ''"is a toolset for creation and presentation of high-quality real- time materials in the Autodesk 3ds Max™ viewport."''
* [http://www.shaderfusionblog.com/?cat=6 ShaderFusion] by [http://www.keenleveldesign.com/ Kurt 'commander_keen' Loeffler]<<BR>> An excellent node-based shader editor for [http://unity3d.com/ Unity].
+
* [http://developer.nvidia.com/object/fx_composer_home.html FX Composer] is NVIDIA's shader authoring toolset.
* [http://www.mentalimages.com/products/mental-mill/standard-edition.html mental mill Standard Edition] is a standalone tool that ''"allows the user to write and edit shader code, and visually debug the shader by interactively inspecting variables while stepping through the code. As well, the user can export shaders for use in DCC and CAD applications through the supported, customizable back-end formats such as CgFX, HLSL, and GLSL."'' The more limited [http://www.mentalimages.com/products/mental-mill/artist-edition.html Artist Edition] is free for personal use, and comes bundled with 3ds Max 2010.
+
* [http://www.geeks3d.com/glslhacker/ GLSL Hacker] ''"is a cross-platform (Windows, Linux and OS X) tool for fast realtime 3D prototyping and coding. It's based on widely used standards such as GLSL (OpenGL Shading Language), Lua or Python. GLSL Hacker has been designed for developers (from newbies to confirmed) and technical 3D artists."''
* [http://developer.nvidia.com/object/fx_composer_home.html NVIDIA's FX Composer] is a shader authoring toolset.
+
* [http://glsl.heroku.com/ GLSL Sandbox] is a browser-based code editor that shows the output live, right there behind your code. Also has a gallery of neat tricks to steal (ahem, borrow) from.
* [http://developer.amd.com/gpu/rendermonkey/ AMD's RenderMonkey] is a shader authoring toolset.
+
* [http://www.mentalimages.com/products/mental-mill/standard-edition.html mental mill Standard Edition] ''"allows the user to write and edit shader code, and visually debug the shader by interactively inspecting variables while stepping through the code."'' The more limited [http://www.mentalimages.com/products/mental-mill/artist-edition.html Artist Edition] is free for personal use, and came bundled with 3ds Max 2010.
 +
* [http://www.imgtec.com/powervr/insider/sdkdownloads/ PowerVR SDK] lets you live-edit and gives you rough estimates on shader costs. Helps with optimising GL ES2.0 shaders. Works with regular GLSL, too.
 +
* [http://developer.amd.com/gpu/rendermonkey/ RenderMonkey] is AMD's shader authoring toolset.
 +
* [http://www.shaderfusionblog.com/?cat=6 ShaderFusion] is a node-based shader editor for [http://unity3d.com/ Unity].
 +
* [http://www.lumonix.net/shaderfx.html Shader FX] ''"is a full-featured real-time shader editor for 3ds Max that allows artists with no previous programming experience to build complex HLSL or CG FX shaders, using a graphical schematic interface to wire nodes together."''
  
 
[[Category:Texturing]] [[Category:Portfolio]] [[Category:Technology]] [[Category:Shaders]]
 
[[Category:Texturing]] [[Category:Portfolio]] [[Category:Technology]] [[Category:Shaders]]

Revision as of 10:43, 5 February 2013

Category Shaders

What is a Shader?

A shader is a bit of computer code that is commonly used to describe how a surface will be rendered. It takes some inputs (textures, vertices, view angles, etc.), does some changes to them, then tells the game renderer to render them. For more info see Portal:Shaders on the Tech Artists Wiki.


Example Shaders

3ds Max Shaders

(in alphabetical order)

Maya Shaders

(in alphabetical order)

UDK Shaders

  • WL-Shader by "TA20"<
    > UDK shaders for cloth, skin, water, glass, foliage, bricks, etc.

Creating Shaders

Beginner Tutorials

Red means it needs to be ported
Shaders for Artists
Blending functions
NormalVector, BinormalVector, and TangentVector
Glossary (Shaders)
UnitVector
  • NormalMap, the Wiki page on normal mapping, provides a comprehensive overview on the subject.
  • Ben Cloward's Normal Mapping Tutorial: One of the best sources for people getting into shaders and who want a better understanding of what a normal map is. Covers the basics of lighting, how normal maps work, and the process of creating and applying normal maps.

Intermediate Tutorials

  • TF2 Shading in UT3 by Steffen "Neox" "polyphobia" Unger<
    > Shows how the Team Fortress 2 look can be emulated using a shader network in Unreal Engine 3.
  • Parallax mapping types: An article briefly covering the different techniques for parallax mapping (offset, parallax occlusion, relief, etc.), with links to the papers detailing them and other related resources.
  • Beautiful, yet Friendly: Article by Guillaume Provost, which explains the behind-the-scenes technical aspect of shaders. A must-read when one starts to think about efficiency, math, and hardware.
Red means it needs to be ported
Shading models
DDS and Normal map compression

Advanced Tutorials

Red means it needs to be ported
Vertex skinning:
[[[MaxScript|DirectX Scripted Material Plugin]]]:

Tools

To create and edit shaders, most people use a text editor (like Notepad ++) to write them and a 3d program (a game engine, 3ds Max, Maya, etc.) to view them. For those who are new to shaders the following tools provide a graphical user interface for easier creation.

In alphabetical order:

  • 3Point Shader Pro "is a toolset for creation and presentation of high-quality real- time materials in the Autodesk 3ds Max™ viewport."
  • FX Composer is NVIDIA's shader authoring toolset.
  • GLSL Hacker "is a cross-platform (Windows, Linux and OS X) tool for fast realtime 3D prototyping and coding. It's based on widely used standards such as GLSL (OpenGL Shading Language), Lua or Python. GLSL Hacker has been designed for developers (from newbies to confirmed) and technical 3D artists."
  • GLSL Sandbox is a browser-based code editor that shows the output live, right there behind your code. Also has a gallery of neat tricks to steal (ahem, borrow) from.
  • mental mill Standard Edition "allows the user to write and edit shader code, and visually debug the shader by interactively inspecting variables while stepping through the code." The more limited Artist Edition is free for personal use, and came bundled with 3ds Max 2010.
  • PowerVR SDK lets you live-edit and gives you rough estimates on shader costs. Helps with optimising GL ES2.0 shaders. Works with regular GLSL, too.
  • RenderMonkey is AMD's shader authoring toolset.
  • ShaderFusion is a node-based shader editor for Unity.
  • Shader FX "is a full-featured real-time shader editor for 3ds Max that allows artists with no previous programming experience to build complex HLSL or CG FX shaders, using a graphical schematic interface to wire nodes together."

Pages in category "Shaders"

The following 6 pages are in this category, out of 6 total.

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