Udemy - Learn to Write Unity Compute Shaders

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Learn to Write Unity Compute Shaders [TutsNode.com] - Learn to Write Unity Compute Shaders 1. Introduction
  • 2.2 UnityComputeShaders.zip (145.3 MB)
  • 1. Welcome to the course.srt (2.9 KB)
  • 2.1 github Link.html (0.1 KB)
  • 6. What have you learned.html (0.1 KB)
  • 4. Multiple Kernels.srt (10.3 KB)
  • 3. Reviewing your first compute shader.srt (10.2 KB)
  • 2. Your first compute shader.srt (8.9 KB)
  • 5. Challenge Use a compute shader to draw a single square in the middle of a Quad.srt (5.6 KB)
  • 2. Your first compute shader.mp4 (65.3 MB)
  • 4. Multiple Kernels.mp4 (57.4 MB)
  • 3. Reviewing your first compute shader.mp4 (53.3 MB)
  • 1. Welcome to the course.mp4 (38.0 MB)
  • 5. Challenge Use a compute shader to draw a single square in the middle of a Quad.mp4 (33.4 MB)
5. Physics on the GPU
  • 2. A bit of theory.srt (16.3 KB)
  • 3. Initializing the data.srt (12.8 KB)
  • 4. GPU Physics Compute Shader - part 1.srt (11.5 KB)
  • 1. Starting simple, bouncing balls.srt (10.9 KB)
  • 5. GPU Physics Compute Shader - part 2.srt (8.1 KB)
  • 6. Voxelization of a mesh.srt (7.8 KB)
  • 7. Challenge tumbling chess pieces.srt (3.0 KB)
  • 8. What have you learned.html (0.1 KB)
  • 3. Initializing the data.mp4 (106.3 MB)
  • 1. Starting simple, bouncing balls.mp4 (96.6 MB)
  • 2. A bit of theory.mp4 (90.9 MB)
  • 4. GPU Physics Compute Shader - part 1.mp4 (86.1 MB)
  • 5. GPU Physics Compute Shader - part 2.mp4 (68.5 MB)
  • 6. Voxelization of a mesh.mp4 (61.4 MB)
  • 7. Challenge tumbling chess pieces.mp4 (33.6 MB)
6. Grass
  • 2. Using instancing to cover a surface with grass.srt (14.0 KB)
  • 3. Bending blades of grass.srt (12.7 KB)
  • 1. Using Blender to create a single grass clump.srt (8.0 KB)
  • 5. Trampling the grass.srt (7.7 KB)
  • 4. Grass on an uneven surface.srt (5.1 KB)
  • 6. Challenge Use noise to bend grass clumps.srt (3.3 KB)
  • 7. What have you learned.html (0.1 KB)
  • 1.1 Download Blender.html (0.1 KB)
  • 2. Using instancing to cover a surface with grass.mp4 (118.2 MB)
  • 3. Bending blades of grass.mp4 (99.5 MB)
  • 1. Using Blender to create a single grass clump.mp4 (80.7 MB)
  • 5. Trampling the grass.mp4 (66.3 MB)
  • 4. Grass on an uneven surface.mp4 (49.0 MB)
  • 6. Challenge Use noise to bend grass clumps.mp4 (40.6 MB)
3. Post Processing
  • 1. Setting up the rendering pipeline.srt (13.5 KB)
  • 6. A star glow effect vertex-fragment shaders - part 1.srt (12.3 KB)
  • 7. A star glow effect vertex-fragment shaders - part 2.srt (11.5 KB)
  • 2. A simple blur effect.srt (10.8 KB)
  • 5. A HUD overlay - part 2.srt (9.7 KB)
  • 4. A HUD overlay - part 1.srt (9.6 KB)
  • 3. Night vision lenses.srt (8.9 KB)
  • 5.1 Understanding using dot products to calculate the distance to a line segment.html (0.1 KB)
  • 9. What have you learned.html (0.1 KB)
  • 8. Challenge Create a sepia effect to the renderer output.srt (3.2 KB)
  • 1. Setting up the rendering pipeline.mp4 (119.8 MB)
  • 7. A star glow effect vertex-fragment shaders - part 2.mp4 (102.2 MB)
  • 6. A star glow effect vertex-fragment shaders - part 1.mp4 (100.4 MB)
  • 2. A simple blur effect.mp4 (98.2 MB)
  • 3. Night vision lenses.mp4 (84.9 MB)
  • 5. A HUD overlay - part 2.mp4 (80.9 MB)
  • 4. A HUD overlay - part 1.mp4 (65.1 MB)
  • 8. Challenge Create a sepia effect to the renderer output.mp4 (31.6 MB)
7. Fluids
  • 3. StableFluids - part 2.srt (13.0 KB)
  • 4. Smoothed Particle Hydrodynamics.srt (11.7 KB)
  • 5. Position Based Dynamics.srt (8.8 KB)
  • 2. StableFluids.srt (8.3 KB)
  • 1. Navier-Stokes the famous basis for fluids simulations.srt (6.1 KB)
  • 6. Challenge Smoke using StableFluids.srt (4.7 KB)
  • 2.3 Jos Stam's Siggraph Paper.html (0.1 KB)
  • 4.3 Particle based fluid simulation - Lucas Schuermann.html (0.1 KB)
  • 7. What have you learned.html (0.1 KB)
  • 4.1 Matthias Müller's Siggraph Paper.html (0.1 KB)
  • 2.2 Fluid simulation for dummies.html (0.1 KB)
  • 4.2 Gingold and Monaghan.html (0.1 KB)
  • 5.1 Scrawk's GitHub repo.html (0.1 KB)
  • 2.1 Keijiro Takahashi's StableFluids.html (0.1 KB)
  • 5.2 Original paper by Matthias Müller.html (0.1 KB)
  • 3. StableFluids - part 2.mp4 (112.6 MB)
  • 4. Smoothed Particle Hydrodynamics.mp4 (107.6 MB)
  • 2. StableFluids.mp4 (85.3 MB)
  • 5. Position Based Dynamics.mp4 (72.8 MB)
  • 1. Navier-Stokes the famous basis for fluids simulations.mp4 (64.4 MB)
  • 6. Challenge Smoke using StableFluids.mp4 (51.2 MB)
4. Particle Effects and Flocking
  • 1. Setting up a buffer-based particle effect.srt (12.4 KB)
  • 3. A simple flocking example.srt (11.9 KB)
  • 2. Adding a mesh to each particle.srt (10.8 KB)
  • 4. Using instanced meshes in the flock.srt (10.7 KB)
  • 5. Using a skinned mesh in the flock.srt (10.3 KB)
  • 1.1 Getting a world coordinate from the mouse position.html (0.2 KB)
  • 1.2 XOR shift random number generators.html (0.1 KB)
  • 6. Challenge Swish that tail.srt (4.8 KB)
  • 7. What have you learned.html (0.1 KB)
  • 2. Adding a mesh to each particle.mp4 (95.8 MB)
  • 1. Setting up a buffer-based particle effect.mp4 (95.7 MB)
  • 5. Using a skinned mesh in the flock.mp4 (95.7 MB)
  • 4. Using instanced meshes in the flock.mp4 (81.5 MB)
  • 3. A simple flocking example.mp4 (80.1 MB)
  • 6. Challenge Swish that tail.mp4 (39.6 MB)
2. First Steps
  • 1.1 Rasterising Lines and Circles.html (0.1 KB)
  • 5. Mesh deformation.srt (10.7 KB)
  • 4.1 Noise Library.html (0.1 KB)
  • 3. Orbiting stars.srt (10.5 KB)
  • 7. What have you learned.html (0.1 KB)
  • 2. The joy of buffers.srt (10.1 KB)
  • 1. Passing data to the shader.srt (9.9 KB)
  • Description


    Description

    By learning to create Compute Shaders, you will put yourself at the cutting edge of Unity development. Unlike a traditional shader, you can use a Compute Shader to handle any data manipulation problem, where having dozens (or even hundreds) of threads running simultaneously causing a bottleneck in your game to run many, many times faster. In this course you will start from small steps, learning the basics of compute shaders. First, we look at passing data from the CPU to the GPU using buffers. Then we’ll look at using these buffers in our calculations. Once you have this initial grounding, you learn how to use these techniques to create blisteringly-fast post-processing filters. You can use Compute Shaders to handle particle effects and flocking calculations. In the course, you’ll create a flock of thousands of birds where each bird flaps its wings in sync with its speed through the air. Divide and conquer is the way, with Compute Shaders. By using hundreds of threads running simultaneously, we develop a GPU Physics engine that can handle thousands of tumbling chess pieces. Compute Shaders are ideal for handling the orientation of grass blades as an avatar moves through grass. The challenging subject of fluids (both 2D and 3D) are covered in the course and you’ll see how much this computationally-intensive field benefits from Compute Shaders.

    The resources for the course are presented as a code-along version and a complete version and include over 30 different examples. Unity Compute Shaders provides the ideal platform to learn how to handle complex problems in your games. Flocking calculations using the 3 key rules of Separation, Cohesion, and Alignment are covered in detail. The physics calculations to handle fast collision detection and the forces involved are included (both theoretically and practically). Smoothed Particle Hydrodynamics is a technique for calculating fluid simulations. We’ll take you through it from the foundation level.

    If you’re working with Unity, you need to understand how to use Compute Shaders to ensure your game has the best performance. After all, why let the GPU sit idle while the CPU is working overtime? You’ll see massive performance improvements if you switch some tasks to the GPU and handle them with a Compute Shader.

    This course uses Unity 2019.4 and is Windows and Mac compatible.

    Student feedback

    “This course is simply amazing. I always wanted to learn those topics and finally got some incredible resources. Thank you a lot. Btw I loved the didactic. The default scenes and challenges are really helping me to stick with the course without getting frustrated. The topics covered are very difficult but you made it in a way where we can really get step by step and at the same time seeing incredible things on screen!”
    “This course is an intensive, well explained, understanding on how compute shaders work, impressive results and explanations“
    “Amazing course – followed up Penny De Byls CG Shader course with this one and they dovetail excellently. Nicholas does a great job with some interesting projects and great concepts – loved the section on fluid simulation.”

    What others are saying about Nik’s courses:

    Very rich content and impressive didactics. Very good to learn from someone who has mastered the subject and knows how to teach.
    Nik’s style of teaching made me understand everything very intuitively and I’m so comfortable with shaders now.
    I like Nik’s courses, I understand in the way he explains. Great content.

    Who this course is for:

    Developers wanting to add compute shaders to their skill set
    Developers who wish to use the GPU to avoid processing bottle necks on games
    Developers curious to know modern techniques for flocking, gpu physics, grass, ray tracing and fluids

    Requirements

    You must be familiar with the basics of Unity
    You need to have a basic knowledge of C#

    Last Updated 2/2021



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Udemy - Learn to Write Unity Compute Shaders


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3.5 GB
seeders:9
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Udemy - Learn to Write Unity Compute Shaders


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