This is a personal development project where I have learned to make shaders in Unity. I have also started similar project in Unreal. I have read books and followed tutorials and other online materials to get a grasp on how to create a different variety of shaders in engines. During this process, I have learned a lot and gathered quite some examples of basic shaders and lots of useful notes for the future. I also used some of the techniques I have learned in my other projects.
I have worked with different kinds of shaders, like geometry, vertex and fragment. For clarity, I tried to stick to the rule that bunny models are geometry shader and teddy models are vertex and fragment. Many of the shaders I did with both techniques to see the differences and learn to be more flexible when it comes to implementation.
Screen effects were way less complicated shader-wise, but required some code to apply them to the screen. It was a very different workflow and required way more binding and correct variable naming.
Shaders made for lerning purposes from various resouces
🔳 Flat shaders are Vertex and Fragment
🐻 Teddy shaders are Vertex and Fragment
🐰 Bunny shaders are Geometry
Color blends using different methods, shapes made with distance fields and polar coordinates
Animated curves
Healthbars made using blends and distance fields
Light models, lit textures
More light models and some matalic textures
Most basic surfaces, color blends and textures
Water textures
Surfaces and some effects
Texture and normal mapping
Imge transparency, hologram and stencils
Grayscale, brightness, saturation and contrast
Screen depth
Blend add and multiply
Blend sreen and overlay
Vignette / Old film and night vision






















