Shaders For People Who Don't Know How To Shader is an ongoing tutorial series aimed at novices that presupposes no prior knowledge of Unity, programming, or shaders. This repo contains the source of the shaders used in the series.
- Part 0: Setup
- Part 1: Materials
- Part 2: Colors
- Part 3: Adding Colors
- Part 4: Mixing Colors
- Part 5: Normal Maps
- Part 6: Making Stuff Glow
- Part 7: Making only some stuff glow
- Part 8: Directions
- Update: Switching To Legacy Image Effects
- Part 9: Rim Light
- Part 10: Toon Lighting
- Part 11: Cutouts
- Part 12: Dissolve
- Special Episode: Toon Crystal
- Part 13: Highlights
- Part 14: Outlines
- Part 15: Sprites
- Part 16: Tangent View Direction
- Part 17: Scrolling Patterns
- Part 18: Packed textures and Keywords
- Part 19: Custom Editors
- Part 20: Image Effects
- Part 21: GrabPass
- Part 21.5: Reflections
- Part 22: Skyboxes
- Part 23: Specular Workflow
- Part 24: Height Maps & Parallaxing
- Part 25: Command Buffers
- Part 26: Deferred
- Part 27: Bitmasks
- Part 28: Blending with Sine
- Part 29: Color Masked UI Graphics
- Part 30: Depth-based Effects
- Part 31: Texture Generation
- Part 32: Normal Map Generation
- Part 33: Scanline Post Effect
- Part 34: Basic Audio Visualization
- Part 35: Screen Position
- Special Episode: Lighting Black Skin
- Part 36: Lighting Models and Minnaert
- Color Spaces in Unity
- Part 37: Deferred Frag Shaders
- Part 38: Glowing without Bloom
- Part 39: Self-Drawing Squiggles
- Unity GI
- Part 40: Intro to SDFs
- Part 41: Raymarching
- Part 42: Color Replacement
- Part 43: UVs
- Part 44: 2D Rotation
- Part 45: Subsurface Scattering
- Part 46: Color Correction
- A very normal article