Let's talk about shaders, their design and Unity

Hello everyone. My name is Grigory Dyadichenko, I am CTO of Foxsys, and I also love rendering. I would like to talk today about how shaders are designed, how the process of their development is going and what attention is paid to. First of all, I will talk about my experience and techniques that I use when designing and / or setting tasks for writing shaders. If you are interested in this topic - welcome under the cat!





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  1. https://github.com/keijiro/NoiseShader





  2. https://catlikecoding.com/unity/tutorials/flow/texture-distortion/





  3. https://gist.github.com/garzaa/226016958263fd57632d9e7c2ac589a5









  4. https://github.com/Nox7atra/Unity-Figma-Gradients 





  5. https://habr.com/ru/post/435828/ 





  6. https://www.alanzucconi.com/2019/09/13/believable-caustics-reflections/ 





  7. ( ) https://lettier.github.io/3d-game-shaders-for-beginners/screen-space-refraction.html





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Thanks for attention! I hope this article was interesting and useful to you, but I might still get my hands on building a normal structure of materials by rendering, in order to write in detail about how shaders are written by themselves.








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