What Are Shaders?
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- Опубликовано: 31 июл 2024
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Further Reading/Watching:
Toon Shader Code: rbwhitaker.wikidot.com/toon-sh...
Book of Shaders: thebookofshaders.com/01/
ShaderToy: www.shadertoy.com/new
ShaderToy Tutorial for Beginners: gamedevelopment.tutsplus.com/...
Makin' Stuff Look Good (entire RUclips channel great at explaining shader concepts): / @danmorangamedev
Link Models in UE4, by Arnage: forums.unrealengine.com/commu...
Please let me know if you see resources owned by you in this video and I have not credited you!
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This is the best shader high level intro I've ever seen. So many introductions are either not succint or focus too much on something too specific for a intro.
wow
wr
Kudos for drawing attention to independent and parallel execution of shader code, as someone who teaches this stuff in computer graphics class, I want to stress that also. That answers many questions from people coming from "regular" CPU programming and adjusting to this, like "why can't I pass a variable to next pixel?" or "why's there no random function?", etc. Shaders are (mostly) meant to be fire-and-forget, no waiting around, no syncing with each other, otherwise the performance would crumble. This way, you can have massive parallelism, litereally thousands of real hardware threads running simultaneously, without worrying about it.
Also note the difference between a real-time shading language (like GLSL) versus one for non-real-time use (e.g. OpenShadingLanguage, OSL). The latter does indeed have a random function, only it calls it “noise”.
Another fun concept in OSL is that of a “material closure”. This is how you define the characteristics of the material independent of the actual lighting. For example, you have built-in closure functions for microfacet, refraction etc, which you can combine in your own arithmetic expressions, and leave it to the renderer to work out the actual lighting at each pixel.
Seeing your videos on things like this make me really want to get up and experiment! Thanks for another awesome video!
Your videos are always so enlightening. You do a great job of explaining stuff that might otherwise be very difficult to understand.
Very nice intro into a very complex theme. Even when it comes shading of objects in a 3d space with multiple light sources and various calculation techniques.
I'm looking forward to the next part - thumps up!
Where were you all this time?
I've been looking everywhere
for knowledge about shade
and you've shown me the light
Love your videos. You sum up even complex subjects so nicely. Not so nerdy and not so shallow.
Loved it, please make more video about shaders, lighting and techniques! Thanks
i dont know how but you nailed the timing of publishing this video. Just in time. Like some superhero.
_doing Computer Graphics assignment_
Me: The f*** is a shader?
TheHappyCat: _this video_
Holy shit, literally the same thing happened to me. Just started a graphics course and by the time I hit shaders this video came out.
If you want to know 100% what is a SHATER. just go to the "NVIDIA" CHANNEL THEY have a better video of 2 hour explanation how a shator work.
Francisco: Would you mind posting a link to the video?
wtf is a shater/shator tho? xD
When you go through a whole Computer Graphics class without learning about shaders because your professor uses the old version of openGL . . .
Wow I've just discovered your channel. Your explanation is so neat and easy to understand.
I am so impressed by all of your videos! your have become my new my favorite! :)
yay, another educational video! Looking forward to the next one :)
Never worked with shaders before, but this was a fantastic video. I learned a lot! Subscribed.
I just discovered your channel, and I’m so happy RUclips recommended it to me. I’m a design student in college and a lot of things that are interesting to me are jam packed into this video. I also love how you take time to explain various concepts in detail
Thank you so much! This had me exited for my next laboratory for the computer graphics course which happens to be about shaders :D
Excellent, descriptive and concise introduction! Have a sub! :)
Thank you, this was very informative for a newbie to shaders!
Stellar explanation! Thanks a lot. 💜
nice to see people willing to sponsor this channel
I wish that this video existed when I first started learning shaders, very good high level introduction and explanation.
Awesome. Please more videos about basics like this.
Great explanation!
Great Video and topic explanation 🙌🏼🔥🔥🔥⚡
Another great channel, never knew Game Dev RUclips has such great content, better late then never!
Excellent introduction and examples, thank you. :)
this was an awesome explanation
Ive always liked lighting in games as far as graphics are concerned, so its interesting to learn whats actually happening. Im looking forwards to the code :)
That was actually helpful. Now I finally understand what shaders are 👏🔥
Fantastic tutorial :)
Glad to watch this.
wow, just week ago started to learn shaders, and this video appears!!!
waiting for another video!!!
Best shader intro I've seen for noobs yet!!! Very helpful and thank you for simplifying the concept so we can understand the basics
awww i love the channelname omg
Thank you! Thank you! Thank you! I LOVE your videos. They are super helpful!
SUPER HELPFUL
love your videos!!
Wow. Finally I got an understanding what is shaders.
It's a piece of code, in which you put every pixel of an object, related to this shader. It makes some calculations, depends on what nodes you put inside. Then it returns a color value for these pixels, to render it on screen.
thanks! very nice explanation.
Thanks, your voice is so good
Well done!
For a long time I had in the back of my mind just what the heck a "shader"was. Now I have some grasp of it, thank you.
That actually makes a lot of sense. Huh.
You did a good job explaining it so far. I want to see what you have to say in your future videos on the topic. :p
Amazing, thank you!
Great to see new video :D and Verry interesting :)
This is the best ever shader video!
Hey you are really good at explaining things that even us non programmer understand a bit 👏👏👏👏 and can I ask can you make something about rigid bodies ?
thanks a lot doc
Awesome video! Thank yous!
I think it's important to distinguish between the two kinds of shaders. Namely the vertex and fragment. Where fragment shaders are done for every pixel (therefore also known as a pixel shader), vertex shaders are done on every vertex. The order of the shaders are also key; Fragment shaders are applied _after_ Vertex shaders.
So in this video the pixel shading (colors changing) are fragment shaders, whereas cell shading (toon shading) uses vertex shading, since they have to extrude from the model in order to make the outline around the models. The color of the outline are then applied by the fragment shader.
ui_wizard
Wind waker don't have outline, borderland do it as a (fragment) post process, and okami just use a reverse shell since ps2 don't have shader... It's not always vertex like afro samurai, which push the second pass vertex along the normal by flattening it in the view direction.
ui_wizard the technique you mentioned uses the vertex shader to upscale a pitch black copy of the model that stays right behind the normally drawn one like a bigger shadow.
But this was used mostly in earlier games because it was cheap in processing power.
The newer installments use one or a combination of the 2 techniques:
- Interpolate normals from vertex shader and set any pixel with angle over a certain threshold to pitch black using fragment shader
- Edge detect using sobel/laplace/whatever algorithm you prefer and overlay as a post processing effect on fragment shader.
I also remember someone mentioning in forums a technique where a depth-map (z values) of the screen was edge-detected and overlayed to the render to make the lines.
There are more than two kinds.
Well, there are more than that, but fragment and vertex shaders are often used than those aren't mentioned.
Awesome video! I don't think it could be explained in a simpler way...
Visual node based shader editors are available and they make the learning process a lot more user friendly!
As someone that knows nothing about shaders, this was incredibly easy to understand. Thanks for this!
Thank you!
just excellent
Very interesting !
Thanks for precisely pointing out pixel shader is a function applied to all pixels which takes position as the argument and does not depend on the adjacent pixels.
Are all the other shaders also depened only on the postion and does not care about the values of other entities ?
"Have a happy day wherever you are"
What a sweet way to sign off on a video hahaha.
YOU have a happy day
Thank you very much for this video, it was pretty useful for understanding shaders. I will work on Spanish subtitles for this so I can recommend this video even to people who are not good at English :D
Hi,
I have Linux and somehow the Intel open source driver is not giving me the option to adjust contrast and my colours looks washed, can I use a shader with my existing X11 compositor to get more contrast?
Super cool! Thanks. :)
I love your intellectual thought process
u falling in love too, Mr. Ronald57?
I always wish Photoshop had a shader language like Maya Hypershader except for 2D layers, that would be so powerful compared to their fixed blending options.
This is great I would be interested in knowing the differences and intro into HLSL and GLSL and how to utilize a pbr shading model based on brdf lighting (in code / the techniques not UE4 Material editor).
Thanks teacher
I'm a very young (10 years old), game developer using unity. I really enjoy your creative computer content that helps me (even though you're not using unity)when I have a question. I just wish you can upload again. :-)
Thanks! :)
Awesome!
But how do you tell your gpu to add borders around your 3d models if it only has pixel information?
that s so good thank u
do you know a software that i can use to create clip (video) from open source shaders? thx
how could I detect specified object rather than colors? for example I want to apply water shaders, I must choose blue color bcoz the water is blue, but I won't let shaders affected to another blue color.
HOLY SHIT THAT WAS HELPFUL! Thank you!
Would this shadertoy work for a full feature film color correction?
So what different between shader and color grading
This is a fuqqin awesome video
doesnt ddx ddy gives you acess to the previous pixels? color in frag and vertex height in vert
I know im late to this video but I would like to see how refraction shaders work! plz!
That Okami reference made me happy :3
so can shaders be summerized as "object surface type/properties"?
Damn, I'm a CG artist, and I couldn't have said it better myself!
good introduction. very good even
I miss this channel
This video is more about what is a pixel shader (or fragment shader). They are the most common (I guess), but I think you should've told that there are more types of shaders than just that just to prevent confusion.
@0:26 looks like the photo from Kojima productions at Siggraph showing their decima engine. They demonstrate something similar to this.
Can you please please explain more how Swift Shader the software works and why it works so well?
Thanks.
This was a phenomenal explanation. It's a shame you didn't continue down this path, of making educational content.
She would have made a killer course on computer graphics
For me i make the background scene with photorealistic rendering..... the characters with npr and special effects in 2d drawings.... and its very awsome
So, shader is like image filter?
happy day for you too :D
Learning shaders is my next things!
Now I really want to get into graphics programming :)
The future asks, "Did you?"
@@man_vs_life Tbh no, but only cuz I'm focused on Data Analytics projects since that's my main focus. Obvious ones looking into COVID-19 atm
What are your favorite shaders in games? and why.
Thanks
@TheHappieCat I'm confused, Is it true that all pixels are executed all at once? because I thought each pixel is processed individually by going through the graphics pipeline (or a few in parallel, but it surely cannot be all at once can it?)
Late reply but I'll answer anyways, I think you misunderstood what the graphics pipeline is exactly (and that's ok it's really a bitch!) Firstly shaders are a piece of code executed in parallel on the GPU(the video only explained "fragment shaders", there are a few others) they are "steps" in the graphics pipeline and each step transfers the data it has computed to the next step, hence each pixel doesn't go through the graphics pipeline but rather pixel shaders go though each pixel then send the computed data over to the next step, therefore you could stack pixel shaders if you wanted. Moreover It IS true that each pixel is calculated simultaneously in a shader since the GPU works by doing calculations in parallel (rather than linearly on the CPU) otherwise going through each pixel one at a time would take Ages haha!
Ooooh Now I understand why there was a character called "Phong" in the CGI cartoon, Reboot!
i am from india i fell in love with u ..seeing ur IT cs knowledge ..do i deserve u
Perv from India
Where is pt2
@4:09 "there is a link in the description", I see what you did there
Nice