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February 10, 2016

Extra Tutorial Series: Shaders

Something I wanted to do for quite a while, is to produce more than one tutorial per month. This is going to happen!

I'm going to write a series about shaders. Many people have been asking for that. Of course shaders aren't C#, but custom GUIs and adjusting shader parameters through code will also be covered.


I won't be covering surface shaders, which do lots of code generation for you. This is about learning how shaders work, which requires getting your hands dirty.


This series will run in parallel with Hex Map. In fact, Hex Map will refer to the Shaders series when we get to terrain materials.

Comments (9)

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Nathaniel Stevens · February 10, 2016

This is great! I've been trying to find good tutorials on shaders for months and everything is either too trivial to be useful or way over my head.

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Catlike Coding · February 11, 2016

I'll try to hit the sweet spot.

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Leonardo Salgueiro · February 10, 2016

Looking forward to it! I've been doing some surface shaders lately but that's it, I really wanna learn how to make proper ones.

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Catlike Coding · February 11, 2016

Surface shaders are convenient, but I consider them quite a messy hack by now. They stem from a time that Unity's shader capabilities weren't as advanced as they are today. As a result, they're only good for simple tweaks where performance isn't critical. That's why Unity's own Standard shaders aren't surface shaders either.

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Chris Johnson · February 10, 2016

I'm excited about this: I do some primitive shader things in 'Counterpart' and I'm hindered by not really knowing what I'm doing :)

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Catlike Coding · February 10, 2016

Time to fix that!

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Richard Hackathorn · February 10, 2016

oh, you are "going to write"... Super! Will wait patiently.

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Catlike Coding · February 10, 2016

Yes, it's something for later this month.

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Richard Hackathorn · February 10, 2016

Forgot the link :)