Week 18 Day 1 - Shaders, Rasterization

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Today we did a brief introduction to shaders, which is a name for small programs which run on the GPU. There's two main types of shaders - vertex shaders (that can move vertices around) and fragment shaders (that can be used to do all sorts of neat effects on surfaces). I showed y'all Shadertoy which is a website that allows you to write and run simple shaders in real time on a website, and then dipped back into UE4 to show that the material graph editor we were doing earlier in the semester was a vertex and pixel (sorry, fragment) shader with a nicer interface.


I finished off by doing a bit of a review on how to get blueprints to talk to each other, as that's often the sticking point for a lot of students' projects.


We went into extra innings when Walker came on, and he was gracious enough to give us half an hour of his time showing what UE4 C++ looks like, and how you have to add macros (like UPROPERTY, etc.) to them so that blueprints and the C++ code can interoperate.







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is50a
shaders
cell shading
ue4
c++
blueprints