← Shaders: effects

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Length

Program
History and progress transfer
Choose a topic — problems will keep coming one after another for as long as you like

Theory of all steps of the program by blocks. Open a topic to read it.

How a session goes

A session is 10–90 minutes: a warm-up on what you've learned, new steps with short theory and problems, practice. Each problem gives two tries: 100 points on the first, 60 on the second; after the second mistake the correct answer is shown. You move on in the program if 70 % of the problems are solved.

Problems with numbers are generated anew every time a step is repeated. A fractional answer can be entered with a comma, a point or as a fraction: 0,5, 0.5, 1/2. In Practice any topic is available without a timer.

About the course

A set of recipes: image processing, an audio visualizer, toon style and hatching, particles, water, fluid, fog, clouds and fire, bloom and depth of field — post-processing as in games.

Course program: 38 lessons

Image processing

  1. Blur
  2. Sobel edges
  3. Color grading
  4. Dithering
  5. Pixel art and CRT
  6. Checkpoint: image processing

Audio visualizer

  1. Spectrum bars
  2. A circular visualizer
  3. Checkpoint: audio visualizer

Stylization

  1. Toon lighting
  2. Outline
  3. Hatching
  4. Checkpoint: stylization

GPU particles

  1. Memoryless particles
  2. Fireworks
  3. Snow from cells
  4. Particles with memory
  5. Checkpoint: particles

Water

  1. Gerstner waves
  2. Water color
  3. Caustics
  4. Checkpoint: water

Fluid: stable fluids

  1. Moving dye
  2. Spreading
  3. Velocity from noise (curl)
  4. Fluid: practice
  5. Checkpoint: fluid

Clouds, fog, fire

  1. Fog
  2. A volumetric cloud
  3. Fire
  4. Volumes: practice
  5. Checkpoint: clouds, fog, fire

Game-grade post-processing

  1. Bloom
  2. Vignette and aberration
  3. Depth of field
  4. SSAO and deferred rendering
  5. Post-processing: practice
  6. Checkpoint: post-processing