# FishManShaderTutorial **Repository Path**: gonesilenty/FishManShaderTutorial ## Basic Information - **Project Name**: FishManShaderTutorial - **Description**: Shader 中级教程源码。博客地址 https://blog.csdn.net/tjw02241035621611/article/details/80041397 - **Primary Language**: C# - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 1 - **Created**: 2018-06-12 - **Last Updated**: 2020-12-19 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README --- layout: post title: "中级Shader教程00 总纲" date: 2018-03-26 16:09:03 author: Jiepeng Tan categories: - shader tutorial tags: shader_tutorial img_path: /assets/img/blog/ShaderTutorial2D/Snow mathjax: true --- # FishMan Shader Tutorial ### **0.说在前面** - [本教程配套blog ][1] - [本教程配套项目源码 ][2] - [教程中抽取的RayMarching框架][3] - [本人shadertoy地址 ][25] - [第一时间更新blog地址][26] - 如果想学习哪种类型的shader,可以在[这里][1]留言,我优先出留言中的shader的教程 **shader技术交流qq群:299080901** ### **1.内容**: >1. 教程中会讲解在编写shader的常用技巧,以及在项目中如何使用这些shader >2. 大量的实例如水,火,粒子,海洋,山脉,闪电等 >3. 一些shader实现的理论知识 >因为本人也会点特效制作,所以本教程会有比较多的描绘自然现象的shader,如熔岩,雪花,冰,水,火,粒子,海洋,山脉,闪电等. >4. 已经抽取一个[RayMarching框架][13],更加方便编写raymarching shader ### **2.目录** #### 1.**理论知识** - [基本数学函数][4] - [shader技巧总纲][5] - [2D shader框架][6] - [3D raymarching框架][11] - [基本建模SDF][12] - [多层透明叠加渲染][21] - [优化:用shader分摊CPU压力][24] ---------- #### 2.**实例** 1. **2D Shader基础** - [2D海洋][7] - [雪花][8] - [火焰粒子][9] - [熔岩][10] - [下雨][28] 2. **3D Shader** - [Unity 和 Raymarch 整合][11] - [星空][16] - [天空][17] - [地形][18] - [湖泊][19] - [大海][20] - [雾][22] - [云][23] 3. **shader技术整合** - [GameUI 血瓶][21] - 荒原湖泊 - 西湖 #### 4.**专题** 1. **水** - [下雨][28] - [涟漪][29] - [水底焦散][30] - [窗前雨滴][31] ---------- ### **6.部分效果图:**

---------- ### **3.链接:** - [本教程配套blog ][1] - [本教程配套项目源码 ][2] - [教程中抽取的RayMarching框架][3] - 如果想学习哪种类型的shader,可以在[这里][1]留言,我优先出留言中的shader的教程 [1]: https://blog.csdn.net/tjw02241035621611/article/details/80038608 [2]: https://github.com/JiepengTan/FishManShaderTutorial [3]: https://github.com/JiepengTan/Unity-Raymarching-Framework [4]: https://blog.csdn.net/tjw02241035621611/article/details/80041397 [5]: https://blog.csdn.net/tjw02241035621611/article/details/80043469 [6]: https://blog.csdn.net/tjw02241035621611/article/details/80042647 [7]: https://blog.csdn.net/tjw02241035621611/article/details/80042736 [8]: https://blog.csdn.net/tjw02241035621611/article/details/80047566 [9]: https://blog.csdn.net/tjw02241035621611/article/details/80045381 [10]: https://blog.csdn.net/tjw02241035621611/article/details/80048713 [11]: https://blog.csdn.net/tjw02241035621611/article/details/80057928 [12]: https://blog.csdn.net/tjw02241035621611/article/details/80061750 [13]: https://blog.csdn.net/tjw02241035621611/article/details/80061750 [14]: https://blog.csdn.net/tjw02241035621611/article/details/80089786 [15]: https://blog.csdn.net/tjw02241035621611/article/details/80089804 [16]: https://blog.csdn.net/tjw02241035621611/article/details/80089822 [17]: https://blog.csdn.net/tjw02241035621611/article/details/80089850 [18]: https://blog.csdn.net/tjw02241035621611/article/details/80106320 [19]: https://blog.csdn.net/tjw02241035621611/article/details/80108319 [20]: https://blog.csdn.net/tjw02241035621611/article/details/80106327 [21]: https://blog.csdn.net/tjw02241035621611/article/details/80089882 [22]: https://blog.csdn.net/tjw02241035621611/article/details/80108619 [23]: https://blog.csdn.net/tjw02241035621611/article/details/80112668 [24]: https://blog.csdn.net/tjw02241035621611/article/details/80090204 [25]: https://www.shadertoy.com/user/FishMan [26]: https://jiepengtan.github.io/ [27]: https://blog.csdn.net/tjw02241035621611/article/details/80137615 [28]: https://blog.csdn.net/tjw02241035621611/article/details/80135576 [29]: https://blog.csdn.net/tjw02241035621611/article/details/80135597 [30]: https://blog.csdn.net/tjw02241035621611/article/details/80135626 [31]: https://blog.csdn.net/tjw02241035621611/article/details/80135648 [32]: https://blog.csdn.net/tjw02241035621611/article/details/80137622