Simple Shader Programming | Unity | Hobby Project

I got interested in shaders watching a few GDC talks during the pandemic, and spend a few weeks learning about what they were and how they worked. I wanted to learn how they were programmed under the hood rather than the through the use of a more visual programming system like Shader Graph, and the videos on this page are a few of the basic shader effects I made. White it’s been two years or so since making these, I’ve just finished a guest lecture on shaders for Queen’s University’s fourth-year Visualization in the Geosciences course that’s renewed my interest in them. I’m hoping to get into more complex shader programming in my free time this summer.

These are all fragment shaders, manipulating a cosine wave and applying it to different objects with different colours and speeds of motion.

The rippling effect is using a vertex shader that offsets vertex positions based on a cosine wave.

Lastly, this shader converts world position vertex vectors to colours, using an exact one-to-one mapping of x, y, and z coordinates to red, green, and blue colour values.

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Perlin Noise Procedural Mesh | Unity | Master's Thesis