Real-time Shaders with XNA
Learn the fundamentals of real-time shaders and a time-saving workflow to creating real-time shaders with XNA. Software required: XNA Game Studio 2.0.
What you'll learn
Learn the fundamentals of real-time shaders and a time-saving workflow to creating real-time shaders with XNA. Contains over 4 hours of project-based training for technical artists learning the methods of real-time shading using XNA. Popular highlights include: XNA Overview; Overview of Real-Time Shaders; Loading FBX Content Pipeline Files; Using Basic Effects; Writing Vertex and Pixel Shaders; Coding Effects and Techniques; Setting World, View and Projection Matrices; Altering View Matrix to Create Turntable; Using Skinned Model Processor; Constant and Texture Shading; Lambertian Diffuse Lighting Model; Blinn-Phong Shading Model; Faking Reflections with Cubemaps; Using Normal Maps; Specularity / Reflections using Normal Maps; Setting up Multiple Techniques; Computing Flat Shadows; Shadow Shaders; Working with the Stencil Buffer; Render to Texture; Drawing with Sprite Batch; Using Pixel Shaders for Post Effects. Software required: XNA Game Studio 2.0.
Table of contents
- Loading and Drawing Our Assets 9m
- Building a World Matrix 5m
- Calculating a View and Projection Matrix 6m
- Rendering with Basic Effects 5m
- Getting Skinned Animations (Part 1) 1m
- Getting Skinned Animations (Part 2) 7m
- Getting Skinned Animations (Part 3) 5m
- Building Our First Shader (Part 1) 7m
- Building Our First Shader (Part 2) 8m
- Shading with Textures 7m
- Calculating Diffuse Lighting 8m
- Adding Lights; Techniques and Colors 5m
- Loading Normal Maps 6m
- Assigning Normal Maps to Effects 9m
- Calculating Diffuse with Normal Maps 9m
- Fixing Bump Results 4m
- Orbiting the Camera with the View Matrix 5m
- Coding the Specular Technique 6m
- Calculating the Half Vector 9m
- Combining Specular Highlights 4m
- Adding Highlights to Normal-mapped Objects 7m
- Calculating Half Vectors in Tangent Space 3m
- Adding Reflections with Cubemaps 8m
- Reflections on Diffuse and Normal-mapped Objects 5m
- Shortening Our Reflection Code 7m
- Assigning Different Techniques to Specific Areas 5m
- Setting Different Values on Shader Parameters 7m
- Utilizing Specular Maps 6m
- Drawing Shadows with a Shadow Matrix (Part 1) 6m
- Drawing Shadows with a Shadow Matrix (Part 2) 6m
- Using the Stencil Buffer for Shadows (Part 1) 6m
- Using the Stencil Buffer for Shadows (Part 2) 5m
- Semi-transparent Shadows 3m
- Rendering Our Glow Pass 9m
- Render to Texture and Drawing It Onscreen 9m
- Building a New Pixel Shader to Combine Passes 8m
- Calculating a Simple Blur 5m
- Adding Colors and Flicker to the Glow 8m