Repository files navigation 1 Section Introduction: Materials and Effects
Let’s make things pretty!
This section covers, well, materials and effects.
We will cover shaders and post processing.
How to create particle systems.
2 Materials » Standard Shaders 1/3
Match Standard Shader properties by their description.
Define the Albedo of a material.
Editing shader properties.
Using textures in a material.
Metallic and Smoothness properties.
Introduction to Normal maps.
3 Materials » Standard Shaders 2/3
Match Standard Shader properties by their description.
Height vs normal maps.
Occlusion and emission maps.
Details maps and masks.
4 Materials » Standard Shaders 3/3
Match Standard Shader properties by their description.
Standard specular shader.
Creating materials.
Glass materials.
Render modes: Fade vs Cutout vs Transparent
5 Effects » Image Effects 1/2
Differentiate Image Effects by their results.
Overview of the effects package.
Bloom and glow effects.
Sunshafts.
Colour adjustment in Unity.
Post-processed antialiasing.
6 Effects » Image Effects 2/2
Differentiate Image Effects by their results.
Overview of the effects package.
Depth of field and vignetting effects.
Motion blur and film noise.
Edge detection and vortex effects.
7 Particle System » Emitters 1/3
Explain particle system settings.
Differentiate particle options by their result.
Relating Emission Rate & Lifetime to Max Particles.
Affecting particles with wind and gravity.
Emitter meshes and their effects.
Particle speed and direction.
Billboard vs Mesh render modes.
8 Particle System » Emitters 2/3
Explain particle system settings.
Differentiate particle options by their result.
Previewing particle systems in the scene.
Varying properties over lifetime and speed.
Color, size and rotation over lifetime.
Using curves, gradients over lifetime.
Random values between curves or gradients.
9 Particle System » Emitters 3/3
Explain particle system settings.
Differentiate particle options by their result.
Duration, loop, prewarming and start delay.
Rotation properties of billboards.
Velocity inheritance, external forces, texture sheets.
Collisions and sub emitters.
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