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What are Shaders? (Game Development 101)

1.8K views· 22 likes· 9:51· Jun 12, 2024

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Shaders or Materials in Game Development. What are they for? Unreal Engine Materials yay or neah? Article link: https://medium.com/@7019727855a/art-and-science-of-shaders-in-video-games-1953103cdefa ------------- Hey, I am Vojta Nevrela and I make games. I want to spend my time on earth pursuing the quest of becoming an amazing game developer (Good to note, that I am clearly on the beginning of this journey... 5 years in... -_- ) I want to share with you everything I learn, so you too can make cool games for me to play. ;) That's why I am posting on YouTube and share Open Source projects. It's also a reason why I am working at GameReady as an Education Coordinator to help nurture the next generation of Game Developers. ------------- Contact: fansi@kampairaptor.com -------------

About This Video

In this video I break down what shaders (or materials, if you’re in Unreal) actually are: the stuff that dictates how your models look once you slap visuals on top of the mesh. I’m reacting to an article about the “art and science” of shaders, and I’m mostly using it as a jumping-off point to explain the practical game-dev view: shaders run on the GPU and they define how light interacts with surfaces and how pixels end up looking on your screen. And yes, I immediately call out the classic “visuals are top priority” take—because it depends. Gameplay is king, and plenty of successful games don’t win because of visual fidelity. We go through the core shader types: vertex shaders (moving vertices around in 3D, great for simple motion like wobble/waves), and pixel/fragment shaders (the part most people mean when they say “shader,” controlling the final color per pixel, plus things like reflection and refraction). I also touch on geometry/compute shaders and why pushing certain work to the GPU can be a win—especially if the player doesn’t interact with it and you don’t need collisions. Finally, I look at tools like Unreal’s Material Editor and ShaderToy, and we talk about the future: real-time ray tracing, and why I’m excited about CD Projekt Red moving future projects to Unreal and bringing that Cyberpunk-level know-how into the ecosystem.

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