Shaders are cool and shiny, but sadly only few people actually know how they work,
even though they are not too hard to understand. In
this elective we’ll cover Shader development from the ground up. After a short
introduction to GPUs and what makes them different to
regular CPUs, we’ll dive into the world of Shader programming and the Graphics
Pipeline.
We will be using Unity3D as a graphics engine to run our Shader code written in HLSL.
We will not use Node Graphs. That being said, it should be fairly simple to apply the
learned knowledge to the Node Graph Systems of
Unity3D and Unreal Engine.