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This course builds a custom ray-tracing renderer using C# and HLSL in Unity. It covers camera rays, shaders, spheres and triangles, reflections, lighting, progressive rendering, anti-aliasing, and depth of field.
Syllabus
Intro
Cameras and Rays
The Pixel Shader
Drawing a Sphere
Multiple Spheres, and Colour!
Two Types of Reflections
Experimenting with Randomness
Random Hemisphere Directions
The Trace Function
Testing Lights
Chair Thief
Progressive Rendering
A Simple Sky
Lambert’s Cosine Law
Cosine Weighted Rays
Triangles
Some Tests
Specular Reflections
Tomatoes and Glossiness
Blur and Anti-Aliasing
Depth of Field
The End
Taught by
Sebastian Lague