In this video, we take a look at a very interesting concept of Tessellation. This is a very useful concept when it comes to adding details on GPU rather than CPU. Fixed tessellation is when we tessellate an object using a shader with fixed number of tessellation parameters. Another way is to tessellate an object based on the distance from the camera, that we will see in another video.
This is a series of short shader creation. Usually about 5-10 mins.
Follow along and create quick shaders for your games/apps. Learn by doing :)
In this video, I am demonstrating how we can create post-processing effects in Unity's Universal Rendering Pipeline or URP.
Unlike the Built In Render Pipeline or BIRP, we tap into the render texture using Renderer Features and Render Passes, then change the HUE using a custom shader and a HUE node.
How this helps?
I am starting off with specifically simpler concepts like "post-processing", which will allow you yo understand better the basics of shaders.
Moving further the concepts will be detailed.
Video preview gallery at Instagram : @shadershorts
Twitter : @theMaxscriptGuy
Made using OBS Studio & Adobe Rush!
3D model from Sketchfab.com
Textures from Textures.com
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