Normal Maps, Tangent Space & IBL • Shaders for Game Devs [Part 3]

In this final lecture we dive into normal maps, tangent space, height maps and image-based lighting If you are enjoying this series, please consider supporting me on Patreon! 🧡 00:00:00 - Intro 00:01:17 - Recap 00:10:34 - Multi-light support (assignment 2) 00:14:48 - .cginc include files 00:21:18 - Multiple passes 00:24:20 - Macros 00:25:15 - Unity’s lighting macros 00:47:05 - Questions 00:49:45 - Garden of the sea example 00:54:39 - Color/Albedo texture 01:00:10 - Normal maps & tangent space 01:27:51 - Questions 01:44:00 - Normal map intensity 01:46:43 - Height/Displacement maps 01:58:18 - Vertex shader texture sampling 02:01:29 - Vertex offset & mesh normal caveats 02:07:29 - Questions 02:24:47 - The importance of ambient light 02:26:18 - Basic ambient light 02:29:35 - Image-based lighting (IBL) 02:33:50 - Skybox shader 02:36:46 - Rectilinear skybox sampling 02:42:00 - Diffuse IBL 02:52:02 - Specular IBL 03:10:23 - Outro Project Download & Assignments:
Back to Top