Unity Materials Fundamentals

Tutorial introduced and explains the difference in Geometry Term, Texture Maps, Normal Maps, energy conservation and Fresnel reflections and how they save memory by replicating (or mimicking) geometry to give game assets more life and depth. Went over the 0 to 1 texture space, manual vs procedural textures, noise, and the Unity Standard Shader.

In the third module we covered Albedo and Diffuse maps, alpha maps and the format necessary for them (png tga) and the importance of keeping your texture dimensions to powers of two. We then went over Unity options for rendering Alpha maps, cutout, fade and transparent and how they help save having to use complex geometry and touched on creating them in Photoshop.

He then went into metallic and smoothness settings and how they interact with the Albedo color. He also went over the Forward Rendering options. Went over Normal maps and the the colors tell Unity which way to bounce light that hitting the object and how a normal maps adds the APPEARANCE of geometry while a displacement actually creates new geometry. Then played with Height Map setting and how the add depth to the geometry. Covered Occlusion maps the drawbacks of baking in Occlusion into the map, emission and emission maps and how they can affect objects as they simulate sources of light and its use in self illumination.  He then covered detail maks and secondary maps, such as noise and adjusting tiling with them and how to limit the areas of the mesh they affect.

In the next module he went over Metallic and Specular standards and how they affect values and how applying different maps are treated differently by the two. We went over different shader types like the FX lighting and glass effect, GUI/UI graphics group, the Mobile shaders, Nature shaders, particle effects, skybox rendering shaders, sprites and unlit shader and then touched on VR shaders and Legacy shaders and how the Unlit shader are more efficient for Mobile games and touched on Parallax normal mapping. Then went over custom shaders (Standard Surface, Vertex and Fragment, Fixed Function) and ShaderLab.

The next module went over the different types of maps (Alpha, Normal, Occlusion, Emission) and how to make them.  Alpha maps are typically png or tga and he goes over how to make them in Photoshop. Normal maps are typically baked in a 3D program like 3DS Max or Maya and then baked, and can then be tweaked in PhotoShop by diffusing the texture or changed saturation levels or possibly using CrazyBump. Occlusion map creation follows much the same creation pipeline as Normal maps but he went over how to affect the occlusion map created by adjusting the strength and direction of lighting before baking the map in 3DS Max and creating an occlusion map from a height map and how to blend them together to get a good result. He then showed how to use Photoshop to turn a diffuse map into an emission map by selecting key detailed areas.

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