Unity 3D for Artists - From Beginner to Expert Course | Ivan Yosifov | Skillshare

Unity 3D for Artists - From Beginner to Expert Course

Ivan Yosifov, 3D Game Artist & Animator

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24 Lessons (2h 27m)
    • 1. Introduction

    • 2. How To Install Unity

    • 3. Create Your Project and UI Overview

    • 4. Hierarchy Tab

    • 5. Scene View

    • 6. Game View

    • 7. Project Tab and Console

    • 8. Inspector Tab

    • 9. Meshes

    • 10. Materials

    • 11. Asset Store

    • 12. Universal Render Pipeline Setup

    • 13. Post Process - Bloom

    • 14. Post Process - Channel Mixer

    • 15. Post Process - Chromatic Aberration

    • 16. Post Process - Color Adjustment

    • 17. Post Process - Color Curve

    • 18. Post Process - Color Lookup

    • 19. Post Process - Depth Of Field (DOF)

    • 20. Post Process - Film Grain

    • 21. Post Process - Lens Distortion

    • 22. Post Process - Lift, Gamma and Gain

    • 23. Post Process - Motion Blur

    • 24. Post Process - Panini Projection

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About This Class

Welcome to this amazing course Unity 3D for Artists - From Beginner to Expert

Take advantage of the things you will learn and push your artwork and workflow to the next level - from beginner to expert.

If you have any questions feel free to ask me, i'll try to respond as soon as possible!


1. Introduction: Welcome to this unit import artists course. In this course, you're gonna learn how to install Unity. We're going to start with that. I'm going to show you the website. I'm going to walk you through the process of histone unity of creating an accounting unit you're logging in as starting unity. And the second part, we're going to talk about how to customize the banners. Were the banners do how to change them, how to resize them, how to move and navigate in Unity. Next, we're going to talk about meshes, how to import 3D meshes, sculpture menu, play them, how to create different optimizations for them. And in the final part, we can talk about materials and textures. How to import materials, how to manipulate textures, different material types, PBR, mobile, et cetera. So enroll in this course now. Thank you. 2. How To Install Unity: All right, welcome to this lecture. In this lecture, I'm going to show you straightforward how to download unity and how to use Unity hub for download different versions of the enemy. So let's get started. The first thing you need to do is just type CD.com. And when you type it, you're going to load up this website in your browser and not going to explain all the things that the website has, you can go there and explore. When in short brief, you do. The website has a learning section where you can watch tutorials, read the documentation, and everything. You can also very useful thing is to go into the community forums and just type your problems or just read through the forum to find out solutions for different things and just simply learned. Next thing is the unique answers were beginner and expert can help each other with unity. So let's get started and you get a quick from, from this blue button gets started, just click on it and it will redirect you to the business plans and pricing section. So if you're not a business, for example, game studio or architecture company or stuff like that. You are going to skip this panel and just go to individual, just click on it and you have two options for free Getting the Unity. The first thing, the first thing is if you are a student. So if you're a student, you can read those requirements and if you are okay with it and if you are in the boundaries of it, you're going to get the latest version of Unity, five seeds, community deems advance and real-time cloud diagnostics. So if you're a student and if all the things that are really here are are okay with you and you comply with them, then you can sign up for a student license reinstated. The next thing which is the most use is for personal purposes. So for, for personal purposes you can use it for free. The only thing that is requirement is the revenue or funding less than a 100 K In the last 12 months. So for example, if I am, if I want to make a game and I get, let's say 200 K, like investment, I cannot get the personal license. But if I have a 50 K of revenue from my game in the past 12 months, or I get 50 k from investor for the last 12 months. It's okay to use this personal version. So it is personal version. You're going to get the latest version of Unity and the resources for getting started and learning unit. And if you click here, you can compare the different class. The business plans are more for studio-based companies, SMOW or big. So if, if you are studio or just accompany that needs unity to create their assets and their products. Just go through them and find out the best glare free. So let's get back to it. So each individual click on Get Started. And it will redirect you to this page. Start creating renewed. You just need to click on Start here. A terms pop-up will appear, which you need to agree and download. Just click on it. And you don't just click Save and install it. So the next step, I already have my unique herb installed. So I'm just open my humanity hope. Let me just drag, drag it over here. And as you can see, I have two versions of Unity. You indeed 2019.4.14 thousand Nike 4. So let me show you how to add new versions of Unity and how to install it. Actually, this is the hub which contains different versions of Yandi from this Add button over here in the top right corner, just click on it. You can choose versions, the latest versions of BAD. So I have a new version of Unity which is 4.30, which I need to install. And you also can install 2020, which is an official release or 2018. So what this LTS means, it means lifetime support. So when you have unity, enter in the LTS, back in these brackets, this means this version of VAD 2009, we'll have two years of updates constantly before it's deprecated. So you, if you are creating a product and you need to publish it in the next two years. This LTS will tell you that this version is stable and it's not in beta or alpha like this, 122021 or 2020, D2 dozer in beta and alpha. And they have books, they have crashes, et cetera, like this. 12020.1.1 is still not LTS, so it's still risky to use it because it has, It's sometimes has problems. Which when you want to raise your game on Steam, on mobile or et cetera. Those problems can be big. Blocking phase for you. So I recommend to use LTS versions and recommend the high one, like 2 thousand ID. And we have two thousand, two thousand and twenty enter in the LTS cycle, you can upgrade to MDS. So i'm gonna install 2019.4.13. Just click next. And from here you get to choose Adams for your unique biota. Always include the documentation. You can have a language back packages for those languages. And from here, I'm building my game for Android and iOS. So I just check those two. But if you want to build your game, for example, for Linux, you just need to check them. Also. So Lennox, for Mac, for Universal Windows Platform, maybe for WebGL, for Windows build for Romeo OS. So by checking dose, you are saying that I want my Unity to hear of those NOC stealth. So I'm just going to use those two because I create mobile games. Just click next here, but read the terms and conditions. Click done. And your unity versions will start downloading and start installing. So this is it for this lecture. And in the next lecture, I'm going to show you how to create a new project. And we're going to start the real deal. Thank you guys for joining and see you in the next one. 3. Create Your Project and UI Overview: Welcome back. In the previous lesson, we just installed Unity 2019.4.3 F. In this part, I'm going to show you how to create a fresh new project. And I'm going to explain the template. I'm going to show you a little bit about the interface, a unity, like a start. So let's start first. This is the curve that we've installed in the previous lesson. And you, you need to go to the Project tab, just click on it. And here it will be listing all the projects that you've created. How to create a project and go to the upper right on the new. And a pop-up will appear. So now this is how you create a new project and you have few templates to choose from. So let's start with the first one. This is a template for 2D games. So in this template, unity will include assets and frameworks for working with 2D games. The second son played 3D is a plain template or which you'll be creates for creating a treaty games. So it will include polygons and others from Unity. So you can enjoy and use to create your 3D game. The next thing is Treaty with extras. It includes presents an example content for the 3D. So the previous one is just a clean 3D setup. This will include the presence and the example contents. Alright? And the next thing is the high-definition render pipeline. So what's the difference between this and the previous one? The previous one, or using the standard rendering pipeline in your AD, which we'll talk about it later. But the high-definition render pipeline is only for creating very high fidelity and realistic PC games. So if you click on the F0 ion, you're going to have that this template utilized the high definition random rendering pipeline, making a good starting point for people focused on high-end graphics. So if you want to create a high-end graphics for the modern PCs, which support share modal 5, which is direct Hayek's 11 and above. So we this template, you will have the shader graph, the visual effect graph presets and example content. Keep in mind that HD RP, or high definition random pipeline is only two reads. High end games for BEC. So if you're aiming for that, is choose this. And he induced setup. For high definition random pipeline. The universal rendering pipeline is also very good choice because with this, you can create very optimized games for PC, for mobile forego console. So universe universal rendering pipeline includes all the rendering needs for any kind of gain. So this is like a multifunctional. And the next thing is a mobile 3D. So if you are creating a mobile game and you wanted to be a treaty, you can choose desk. Keep in mind that this is a preset templates and each template include. Different plug-ins from unity, but you can't manually estar those plug-ins. So even if you choose a treaty like this one without HDR, RP, or universal rendering pipeline. Later on, you can switch to death by adding those components and just sit up in your project to support those rendering pipelines. So I always start with the 3D or 2D depend on again, I never start with those two with those four. Because if I need them, I'm just going to add them. And I'm gonna show you later on how to do that in our lessons. So I'm gonna choose the 3D template, clean one without the extra s. And I'm going to name my project. Are I'm gonna choose location. All right. I'm going to choose location. Let's select here. And then I'm just going to click on create. When you click on create you and we'll start that doping the process in creating the 3D environment. So you can start creating new game. You should wait a little bit to initialize project template in everything. Alright, so we're ready with our Unity projects, everything setup. So don't be confused. They're allot of windows here, but we're gonna go through them one by one and I'm going to explain everything about it. But first, this is your unity environment and this is the default black skin that they shipped. Now, also you can change that look later on. So the first thing that I want to show you is about how to move those panels, how to resize them. So just like any other software, you can go onto the disk, take line the black one, and just drug right or left to resize this banner. And you can see we have one panel here called hierarchy. One at the bottom called Project with few dabs, animation console, one in the right section. Again, navigation, occlusion services is spectrum. I'm going to sew everything about them later on. In the upper right, we share for collaboration, which is the GitHub or something like that. You have your account to organ, you have your play button, pause button, and you have your gizmos over here and tools to navigate in 3D. In the middle, you see Scene view and gave you. So the sea view is where we're going to work. And again, view is when going to start the game. We're going to watch here at play here. So let me show you just how you can customize those panels. So as I said, from here, you can drag again from the bottom. You can also drag from the right side. So pretty much you can customize them very easily if you need space for something else. So this is how you can resize them, how to move them, and help to rearrange them. So if I want this hierarchy to go to the right, just left-click on it and hold and start dragging it to this panel. And as you can see, it snaps and starts to creating different shapes. So if I let it go, it will be online. So again, left-click and drag. On my right. No, hierarchy is on the right and they are separate panels. If I want to merge it, just left-click hold. Now it will add banner on top of it. If you want to add it. If you want to add it, you just need to drag onto the depths and just let it go. And now I have my hierarchy over here. You can rearrange them by moving. Moving. Just like that. Again, left click and hold to move it. Now, if I want to move my project over here, again, just left-click move and place it over here like new tab. Alright? So I arrange everything here, but this is not useful because different depths must be accessed at the same time. So if I want, I can set up my project here before wants. But it back. If I want, I can place it on the left. If I want, I can place it on the whole left side, just like that. So this is how you can customize it. Just left-click and drag to rearrange and move and customize. Also, you can make them to be like a floating panel. So if you drop in the middle of the sea, just like that, it's a floating panel. And if you have a second monitor, you can just place it over there and just use it. So let's get this back on. Alright, so the next thing that I'm going to show you is how to close different ZAP. So how to close it? Just right-click on it and click close step. And the Console tab is closed. How to open it? Go to Window. And from the General menu, you can open each of the window from here. So I click on Console and Microsoft's back. Alright, like a floating window. And I just place it again in the bottom, right. So this is how you can close everything. So let me show you. Oh, I can clean up my whole view. Just like that. We can close those. Those there is way but I'm showing how to close. All right, so now you have a clean 3D view. And if you want to bring back all those panels, like how there was, before, you just need to go to the layout. In the top right. Click on the layout and click on revert factory settings. Just click on it and it will ask you what is about to delete or Windows layouts and restore them to the default settings. I assure. So I click continue. And now we're unity is like a fresh install, Unity. The panels are rearranged and I have everything set up like before. So if you want to factory reset very fast, you just use it like that. There are different layouts. Those five are presets from Unity. So you can go two by three. This is default, Unity preset. Number one. This is 4-way split. So you have four scene views from different angles, from job, from left, from right, from bottom. And the other thing arranged. Or you can choose the default. You can choose one. Or you can choose the Y1. It depends on the person, personality which will suit you, which is the best for you. Play with it, setup everything, how you want it. And during the process of working, you can rearrange the windows and optimize your work for. So, if you want to create a layout for yourself, for example, let me just quickly create this layout. Just like that. If I want this layout to be mine, you go to the safe layouts and I call it custom layout. And I click Save. And now you have a custom layout. So if I go to the fault, custom mine layouts, as you can see, the layout is safe. If you want to delete it, go to the leaf layout. Choose which one, custom deleted. Alright, so from this window you can create different layouts. And this is very, very useful window to use, so it can speed up your old world. For, for example, if you set up a layout where you need to animate, if you set up a layout where you need to create level designs, you can pretty fast create presets for it and just jump from layout to layout. So this is very handy. So this about it. Very quick overview on how to arrange, manipulate all the banners, and how to create layouts. In the next lesson, we're going to start with hierarchy, and I'm going to explain everything in this panel, and then we're going to continue and explain every single panel in Unity. So thank you guys for watching and I'll see you in the next one. By. 4. Hierarchy Tab: All right, welcome back. In this section, I'm going to explain about the hierarchy in details. So let's get started. The first thing, as you see, there is a little arrow over here. And sample seen. The simple scene with that Unity icon means that this is the scene that we're working on. When you click the arrow, you can see what this scene includes. So it includes a main camera. If you're left clicking in a selected, in a directional light. So 22 things we have in the simple scene, we have a main camera and a direction of white. So from the plus icon over here, when you click it, a dropdown will appear, and you can create an empty object or Create Empty Child. The next step is 3D objects. So from here, you can add 3D objects like a cube, sphere, capsule, cylinder, a plane wad of text, which is 3D text or rhabdo 33 When zone or 3D text. So we're going to explain this a little bit later on, just showing you what this plus do. You can also create 2D objects, different 2D objects. You can create different effects. You can create different types of lightning, different type of audio sources of video player, and different tools for the UI. Like you can create a button, you can create a new image. You can create a text for the user interface. And the final thing is you can create another cameras. So in one scene you can help like ten cameras, et cetera. There is no limitation. So from the plus sign, you just add different objects. So let's add one cubed and let's add a sphere. All right, I'm going to show you later on in the next tutorial how to navigate into 3D. I'm just going to move the sphere here in order to explain the next team. So you can see now in the sea we have main camera, directional light, cube, sphere. All right? And as you can see in the left, there is a NIH ahead. If you click on the i, our object disappears. So the eye is saying that our object is not visible only in the scene view. It will be visible in the game view. Why is that? Because if we have a complex sees with, with, you know, a 100, maybe millions of objects, this is a good way to different groups of objects if you want to focus to work on just one area. But this I won't be here in, in the game view. So when you play your game, you, you're gonna see everything. This is just an optimization on the workflow. On the workflow how to, how to work very efficiently, how to hide different objects not to intercept with your view. So there are two things about this. I. So right now all the objects are parents. We call them parents if they don't share it or have a Chao insight, let me show you how to create a child for an object. You simply left-click on the sphere and start dragging. And as you can see, if you, if I drop on the cube, just like that and another arrow appears. So what this means is that this object is the parent and this object, and this object is the child. So right now, if I hide the child, child, the parent is still visible. And as you can see, the eye icon is a little bit different with a yellow dot right down corner, corner. So what this means is that one or more channels are invisible only. Alright? So if I click again, this icon disappears. If I click on the parents, the eye icon, the child will disappear. So keep in mind that the child inherits everything from the parent. Like if I start moving the parent the child were more with it for start rotating the parents. The child will rotate with it. So that's that is the hierarchy of apparent and child. We're going to deep dive in this when we progress with our lectures. But simply, the idea here of the icon is this. You can hide different objects to work efficiently. And if you see this, then you know that there are some channels that are hidden. Alright? So this about the eye. And the next thing is the search box over here. So in the search box, if I type sphere or objects with that name sphere will appear. So this is very fast. Wait, find my objects over here. So from here, from this magnifying glass you can search Oh, name or type. So if I preferred, choose o and search like this, if I type, it will find the cubes. Next thing in the hierarchy is bad luck. And those three dots. So what the three dots does and what the pair log does. Alright. So to show you what's the best case scenario for the padlock, I need to work on the spectrum. Let me just select this sphere. And as you can see, this is the sphere. And it has some position at some scale. And right now, if I click right click on the spectrum and go to Add tab and add another spectrum. I have two identical inspectors. All right, and now I'm going to rearrange this here. And I have the same first inspector coal, you know, see the sphere, the second specter See the sphere. Alright, so let me show how this padlock works and why it is very useful. So if I locked if I click on the padlock, just like that, I locked everything every information in the inspector for the subject. And if I click on the cube, on the second inspector, I have the cube. So imagine this case scenario. If I have to copy or to see some values from the sphere, I can lock. One is spectrum. And just click on the coupon. For example, I want our axis to be the same. And I don't want to remember 1.46. I'm just going to copy this. We're just gonna base this and this. You can use a reference I offer reuse these case scenario if I want to copy information from one object to another, are just to compare them. Again, I'm going to just right-click and go step. So you can do that for the hierarchy to right-click at hierarchy. We have two, just like that, blocked it. The hierarchy, it's not that useful. For example, let me show you how it can be useful. Maybe like that. If you have a lot of objects, for example, a lot of objects. And if I want my directional lights to go in zoos, fear Number 100, it will be painting yes. To drag it to the bottom. As you can see, it takes a lot of time and place there. What I can do is if I have very complex scene, I can just create a second hierarchy to scroll on the first one. Just drag and drop the direction over here, which is a huge time-saver if you work on big seeds. So let's summarize pretty quickly. We talk about objects. We talk about parents and shouts and the duration between them. We talk about the I joke about how the eye effect parent and child. We talk about the plus sign and you can add different objects from here, we talk about search for a quick search of an object's. We talk about the padlock. And the final thing that we talk about is how to add taps, different depths, and how to use those duplicated depths with the padlock and how to be efficient with it. This is about the hierarchy. The basic thing about it is that includes every objects in our scene. So what, whatever your game has in this scene, it will be in the hierarchy. So if you place a tree's characters or stuff like that, lightning cameras, everything will go here and you're going to select your objects and operate and move them from here. Alright, so this about the hierarchy. Thank you guys for watching and see you in the next one. 5. Scene View: Hello again and welcome to the next topic. In this topic, we are going to cover the scene view, which is the most important, the immunity, or at least one of the most important because you're going to spend a lot of time in DC view tweaking up different 3D, grading your environments, creating your characters, etcetera. So this is super important. Pay attention and take notes. So first, we're going to start on how to navigate in the 3D space. You simply navigate by holding the ALT key on your keyboard and your mouse cursor turns into an eye. And then with the left mouse burn, if I hold it, I'm going to start rotating in the scene view. As you can see, I'm rotating holding out key on my keyboard and left key on my mouse. So this is how you can rotate. So now how you can pan holding the ALT key and pressing the Scroll button on your mouse, you can pan around the object. So rotate, rotate, ban, holding the ALT key, or left-click on my mouse, below click on my mouse, and how to zoom with the right-click button on my mouse. So if I click right button, so if I click the right button on my mouse, my cursor turns into a magnifying glass. So if I go down, a zoom in, if I go up, I zoom out. This is only active, deceived you, as you can see. Zoom in, zoom out. So those are the three basic things in order to navigate in 3D. Zoom with the right mouse bone, bed with the minimum mouse, and rotate with the left mouse better. I'm always holding the album to do those things. So this is the basics of how to navigate in 3D. The other methods, the end navigating in 3D is by holding the right mouse button. And just like in simple FPS shooter game, like Counter-Strike or any others with W ASD. I can walk inside my C. Again, just holding the right mouse button and clicking a w, as just like in a shooter game. To navigate. Again, you must master the two ways with the right mouse button, a WASD, and the other one holding the ALT key and clicking the three buttons on your mouse. So this is how you navigate, how you select an object's. Just click on it and you selected. And now a gizmo show up. When you have those fears like that, it says that the object. In probation mode, where to access this volt from this panel. This is your toolbox. So the first thing is the hands-on the Hento only navigate. Let the pen that I just showed you, like holding the ALT key and the middle mouse button. This is the hand, and it's accessed with the hot key on your keyboard. So if you press Q, you access the hand to. The second tool is the move tool. With the move tool, you can move your 3D objects that you selected. So as you can see, we have a tree dire directions, x-y-z. So if you want to move to a, so x just selected. And as you can see, I'm starts moving it. But it's kind of not moving smoothly or is that is because I turn on the snapping. So if you turn off this, this napping, it will start moving very smoothly. So I'm now moving it to X. If I want to move to Z. And how I know which, which way is the red, green, or blue from this gizmo over here, x is the, is the red. Why is the green and z is the blue one? And this, this indicates the cower side indicates the positive numbers. So if I go here, as you can see, I'm going three. If I go there, I'm going minus, minus three. So this is the positive. And if you go back, backwards, you go into the negative numbers. So I'm, I can move in z. Alright? So this is how you can use the Move handle. Hotkey is W. The next is the rotation. Again from this panel. The same thing, rotating on why? This is the green axis, what 80 mm x. This is the red axis and rotating on Z. And it's accessed with the key q, w are those tree. The next thing is the scaled to. So this is the scale two. And again we have x, y, z. You see, you see them by the colors. And you can scale it uniformly by selecting the middle square. Just select and hold the left mouse button to scale it up uniformly. If you want to scale up only on one axis, just like the axis, and scale it up just like that. Alright. So we form our gene next to is red two, which works. So if I select it, as you can see, it's like a 2D plane. And if I start shaping up, it will scale up my cube, but only into the, so this is good for, for UI. I use it for UI. So this is useful for arranging the UI and scaling it up. Next to is all gizmos in one, the move, rotate and scale. So as you can see, we have everything in one. I don't use that of me because it's still much info. So I use w, v, or r. T4 the interface, but mainly W, E or no towards aid move scale. And q, just to check out. The next thing is, if you care, if you want to modify the collision box, which I'm going to talk about later. But from here, you can add in the collision box just like that. From that. So, alright, we're going to talk about it later. But I'm just pointing out. The next thing that I want to talk about is centered global and the snapping grid. So the center Brody means this is our pivot points. So our object is rotated. Moving from this point. Let me create another tube and just make it like a child and move it like this. So right now, if I select this cube and if I have centered, unity calculates the approximate meters between this cube and this cube or centimeters, and place the pivot points in the center. Just like that. So when I move, I move both cubes from the center. If I click it, it tells, it tells you need to use the pivot point of the first cube. And the pivot point of the first cube is in the middle. So now what will happen if I rotate? As you can see, it rotates from that stand point. And the other cube is just orbiting around this one. If I use the sender, if I rotate just like that, as you can see, the rotates simultaneously like a mirror. Alright? So this is about the center and the pivot. It tooks the pivot point of the parents and the child. Next is the global and local. As you can see, now we are in mobile, which means our arrows will always be pointing like this little gizmo. So z, it will be always, there, will be always there. So it calculates the row positioning of those cubes compared to the New World. But if I change that to walk over, it start to use the local axis of those 3D objects. And as you can see, our arrows vastly change. Why is that? Because I rotate them a lot just like that. And the pivot point, the gizmos, the point is rotating with them. So if I reset them back, I have the global. But if I start rotating them just like that, you see that our arrows are shifting. And this is useful if you want to move on or rotates from that point of view. So I often use this, this is something that you should use often the global and the built with the center. And next thing is the snapping and delete that and let me reset everything back to normal. The best. All right, the next thing is this napping. Napping. If you click here, you're going to start moving your cube by one. Snap on the grid. As you can see, it starts napping on those points of the grids where they cross sketched. Just like that. Just like that. So this is useful if you're creating worlds and you want to create the same, address, the same meters from one object to another object. If you turn it off, you can. Again, Moods book. Alright, lets move to the other things in the panel. So from here, from the shaded, it has a dropdown menu. It has a lot of stuff that I'm not going to talk about. But very briefly, it will start changing. Your see if you, if you want to see only the wireframes of the 3D, If you want to see the 3D with the shading and wireframes, if you wanna see the alpha channel and other, a lot of other stuff that we're going to cover later. So from here, you can access the shading mols of the 3D objects. And the other thing, the 2D, if I click it, I just transfer, transform my camera intuited 2D dimension. This is very useful when you're creating a 2D game or just arranging your UI. If I want to turn it off, just click it again. The next thing is this white boat. So when a I have widening on and this this directional light is working for me. And as you can see, we have yellow. If I click it. If I turn it off, we don't have lightning in our seats. The same thing is about our GO ON and OFF. Here is, off. Here is O1 and here is of from here you can tell them the outlet. Next stop is the Skybox, as you can see with the blue sky over here. And from this drop-down, if I check it out, if I turned it off, you don't see anymore than the Skybox. The same applied for the four layers on immediate materials post-processing and particles, which we're going to talk about a liter. But from here, you can access all those things. The next thing is the icon, which is connected to the hierarchy that I've taught in my previous lesson. So let me just quickly show you with the tube. Now, I have the number one, and it tells me that in this scene I have one object which is here M, but Y is not here. Right now in my scene view because this is not turned on. If I click it, I turned it on. And now this icon is working. But if I turn it off, this is not working. So this is simply to see how many objects you have hidden in the hierarchy. And if you want to turn it off or just simply click on it, alright, lets move to the next thing. This is the grid. So if you click on the grid, you have read axis, you can change the axis to go to Y a two x, two y two z. And as you can see, the grid is changing positions. If you need that, you can just access it from here. You can also change the capacity of the grid. I pretty much like 0.5. The next thing that you can do is from those three dots, it did grit and snap settings. From here, you can indeed the grid size. For example, if I want to put it even very small, you can just change the grid size. Or you can create the snapping movement of an object rotating on the scaling of the object. If you want to reset a condo, we'll just click Reset. So from here you can set up the grid how it will interact with your objects. Alright, so let's fix it up. That's why write 0.5 has moved to the next thing, the Component Editor. Here. You can have a custom tools from here and access them easily. This is another topic that we're going to talk about, but from here you can access custom tools. The next thing is the camera of the scene view. If you click here, you can see camera settings. First thing is the field of view. We can change the field of view of the camera just like that. So for example, let's put 60. Also. The second thing is dynamic clipping, which means how far the camera or you see objects. So if I zoom it to 0, I won't see any objects from, from anywhere if we turn down. So let's say, let's increase it a little bit just like that. And as you can see, as I start seeing objects. So this, this says how near the, how near objects the camera will see and how far objects the camera OMC, if you want, if you turn off the dynamic clipping, you can set a manual if you need that for some reason, but you can access it from here. You can turn on the occlusion cooling, which we then talk about later. Cavalry easing cameras, acceleration, camera speed. You can tune down Camera speed if it's too fast for you. And you. The min and max speed of the camera. Again, you can reset from V0. Let's talk about the business right now. The next thing, these moves are the thing that are shown as icons in unit. For example, this icon is our lightning, this icon is our camera. If you click here, you can find different icons for different items. For reflection probe is this sphere, for visual effect, is this lamp, et cetera. So you can turn off and on the gizmos from here. If you have a lot of gizmos and you want hides them, just click here it gizmos are disappearing and they are appearing. If you want to change the size. Just from here, 3D icons and slider, you can make them big or small. We can just turn them to default. Alright? So from here, again, you control them gizmos. If you, if you want to disable specific gizmos like the camera or the other source, you just click here, and this gizmo will just disappear in yellow. All right, so this about gizmos. And the next thing is the search panel. It just worked like in the hierarchy. So if I want to find the cube, as you can see, the camera light up the key so I can select it. Pretty easy. If I'm searching for a tree, let's say I have a 100 trees in my scene. And I associate for a three number three. And it will light up in the scene. And I'll be able to select it pretty easily. So this is about the SeaView and most of the components. And finally, I'm going to talk about this little fellow over here. And if you click on the different arrows, you can just go to their view. If I click on that, it will automatically rotate from Z. If a kid from y, it will go to y. If I click here, I can go from right now on in orthographic view. And if I click here, I'm in prospective, let us get back to normal. So right now I'm in prospective mode. It says perspective and shows arrays of camera. If I click here, right now, I'm in isometric view, as you can see. So we can change up the views from here and rotate the camera from here if you want. Certain angle. Just like that, you can click also on the cube to go from perspective to isometric on debts. A site on right, on France, isometric perspective are right. Or you can just walk up the dismal, just like that. And now again, only zoom and pan. I cannot rotate the camera. I cannot do anything because I locked it up. If I unlocked it, it's okay. So this is pretty much above the sea view. A lot of information. Just take your time, guys, practice, allot everything that I said. And I want to finish up this lesson with those three buttons. From here. You start the game. And Unity will automatically. I gave you. Here you paused again. And from here, you can move the game one step further, one frame at a time. So from here, you start taus and move the game at one frame base. So thank you guys for tuning in in this lesson. I hope you enjoy it. I hope this in-depth information was good for you. And I'm waiting you in the next one by. 6. Game View: Welcome back. Guess, I hope you enjoyed last lecture what we need to continue. So in this lecture, I'm gonna teach you about the game view. So let's get started. The first thing that I've talked about in the previous lecture is about play pals and step by frame by one frame. So this is, and you start bows and move the game by one frame. But now I'm going to focus my talk about those things here in the Game view. So the first thing is displayed, it represents connection with a camera. So an our select by Therefore he selected display one and I have one camera. So for example, if I create, another camera, will create it for here. And if I move it right here and rotate it here. And as you can see, the camera is looking at the qt from this angle. And if I target Display Number two. Now my first camera is targeting the display number one, and my second camera is that we are targeting the display number two. Alright, so in my game scene, I can see now display number one. If I want to switch, just click on display number two. And you can see from the second camera. So this is the connection between the cameras from the, gave you to the camera. Alright, the next thing is the free aspect. This is pretty important for mobile game developers and developers. They're working on specific resolution. So if you click on here, you have different resolutions for four by 33 by two. And you start creating and looking the game through a different resolutions. So this is 124 by 768. Also, you can turn on the V sink for the gave you only. Or you can access the presets like iPod portrait, iPhone landscape. Ipod landscapes. So this is how you can test different resolutions helped they look, for example, how your game will work on different resolutions, what will be seen, and what will be cut. From this. You can add your customer resolution. For example, if I say and I need a fix resolution, NOT aspect ratio. And if I say my LUMO pixel is 16 by 200 and say, OK, and I've added a custom resolution to my gave you. So from here you can add different custom resolutions, which is pretty handy depending on what project you're working on. So let's choose the iPhone X. And the next thing is that the scale, the scale, so either, so this is representing that in this, in this view, I have 0.5 x from that resolution. So that means that my monitor is not is not having enough resolution to sport is. So if I select this one and you have 0.75 X, which is a little bit bigger because my monitor can support that a little bit better. If I just let it go This panel, and let's maximize it. As you can see now it's one x. So in this view, I have a 124 pixels by 76 eight. So this is the original resolution. But if I use this slider, I can zoom in and zoom out. So this is what the slider is. Four, zoom-in, zoom-out and checkout. The scale aspect of the resolution compared to your monitor. And next thing is maximize on play. If I click that, let me just show you. If I click play, Unity will start playing and all the panels on the left, on the bottom on the side will stay the same. But if I click on Maximize on Play, watch what happens? All the panels will disappear and just gave you will stay. So that's what Maximize on Play. If you have sounds in your game and you want to mute them just to focus on animation or something else. Checkout feature, just and on and yourselves will be muted. Next thing is the stats. From this panel. You can access different stats about your game, which we're going to talk about later. But basically everything from the triennial counts of the treaty to the screen resolution to the job goes to the shadow Gaster's, to your FBS, to the level of audio, et cetera. And the final thing is the gizmo. If you click it, you can see it a gizmo. If you're clean. If you turn it up, the gizmo will be off, just like in the CMU, just like we talk about it. Again. You can turn on and off different gizmos or you can scale them up or down from here. Yeah, so this is pretty much about the game view. From here you can ads, again different gave US, et cetera. These three dots works for every panel. So this is about the gave you share. You're going to see your game in action. Here. You're going to work on your game. He Most of the time. So those two panels are your friends and you get to spend a lot of time in that. Thank you guys for watching this lecture and I hope I see you in the next one. We're going to continue reviewing all the panels in their details. Thank you. Take care. 7. Project Tab and Console: We'll come back with the next lecture. In this lecture we're going to talk about the project up. So in general, the project up holds every file that you import into your project. So you can assume Cs, 3D meshes, scripts, plugins, et cetera. So you will organize your files here in the Project tab. So let's get started. From the plus sign. You can add different types than in the hierarchy. So in the hierarchy, you're adding the seed in the project that you're adding to the project. So there's a lot of things that you can now add from folders to C sharps, scripts, do shaders, and a lot, a lot of things that we're gonna cover in some next lectures. So from the plus sign, you can add different things. Learn way is to right-click in the project tab folders. So right-click here in this free space where we're folder is organized. So right now I'm in this folder in folder sees I just clicked on it. If you want to collapse it, just click on the arrow and click on assets. So right now I'm in assets. So let's create a folder first. So right click in this space, go to Create and click on folder. And let's, they emit the mesh mesh. So in this folder, I'm going to include all the 3D meshes, for example, that I'm going to use. So I've created a label cube mesh in 3D package. I used Maya. So I created this cube. It's included in the lecture so you can access it via downloading the files that I include in this lecture. So now just drag and drop this cube in this folder. So right now we have a 3D mesh imported in unity. So this is the first step, create folders and import your in folders. It's pretty good to organize stuff very well. Because when the project gets, gets bigger, you're going to find your stuff easily if you're organized in the beginning. So let's continue on. What is, what is favourite step in this favorites tab, you can add different favorite searches. For example, let's create a search that will search for the label give. So I go to the search and type Label. And the third startx starts working. So it finds the label cube. And if you click on the star here, you're going to create a quick search. And let's call it label. Click enter. And you're going to quick search the label cube. So in the search tab, or just delete this phrase, that's go to assets. As you can see, I don't see my label cube. Click here, and it will automatically, automatically find it. So you can stash gear favorite searches. So if research for specific objects, a lot of time, it's good practice to have it here. And thus every time type of label, it will save you a lot of time. So this is how the favorites that works. And if you want to delete it, just right-click and click Delete. Ask you, Are you sure? And let's delete it. So we'll talk about folders and talk about favorites and the plus sign. Let's move on to those four things. The first thing is, you can search by a component. So those things are UAT components. U indicates sees you just brief apps is meshes, materials, fonts, et cetera. So if I click on Mesh, it was, it will start to search for every mesh that I include in this project. If I click on material, it will start searching for materials. If I click on seize, it will search for seats. So from this panel, you can quickly search for different type of component that you want. If you put x, you're gonna click back and just refresh, refresh it and delete. The next thing that I want to talk about is our labels. So we have different labels like advance architecture, audio and stuff like that. So how you can add a label to your model. So let's go to the Mesh cube that we've just integrated. Click on it, left click. And in the spectrum up, we're going to talk about inspectors up in our next lectures. So let just add a label. Here in the bottom right, you see a little blue icon, which is the label, and just click on it. And you can choose a prompt like let's say this cube is prop, just label it like a prop. And now your cube is a problem. So if you go to the labels in, just click on prompts, that you automatically search for everything that is labeled SQ. So right now, my cube has, if I open the hierarchy, might QC as a material and a mesh. That's what's built up this object, this mesh object. And the prop the prop tag. Proper label goes to all of the components, which is the holder to the main holder, to the material and to the mesh. So if I search with prop and got all the three components, ok, so you can label your, your 3D meshes with different labels, ends, find them easily. We talk about Star, and finally, let's talk about what this I, thus in the project settings. So Westley this I hide a packages that are not visible. So those packages that are integrated from our template that we've used in Unity or hidden. So if I click like this, I'm going to hide it. If I click. If inter enough, I can see them. So from this, you can, you can hide and unhide baggages. Those baggages are essential for unity. And you can add different packages on top of that. The next thing is the padlock. It works just like in the hierarchy and the spectral show you previously in our electrons. So from here, you can, from the two dots, you can do pretty much the same thing as in hierarchy in the spectrum. And let's quickly take a look at the console. The console is for programmers. I chose out errors or the book, the book items like Warnings, et cetera. So when you type a code and you want to debug something that console chose it out. For example, how World The game is starting your healthiest 100 before you have a visual, visual representations of your health, for example, you can just draw the number in the console, but this is a program programming stuff that we will not cover. In these lectures. We are focused only on artistic viewpoint of unity and how to maximize your art and how to operate in Unit. So pretty much this is the project tab for our lecture. And just one last thing from this wider in the bottom, you can zoom in and zoom out the object. So if you want to see them bigger, like that, you can see the 3D mesh like that. You can see only the icon that this is a 3D mesh. So for hearing the zoom in, zoom out. So this is pretty much about this lecture. And I hope you learned something and waiting you in the next one so we can talk about a spectrum. Thank you guys. Take care. 8. Inspector Tab: We're back with my next lecture. In this lecture, we're going to talk about the inspector. We're going to talk about very shortly about it. Because inspector words with the same components and each component is different. So let's get started. First, the spectrum shows the properties of different objects. For example, if you select the main camera, you have different settings for the main camera. But the basic stuff for the inspector is from this from this arrow, you can disable and enable an object. Right now, it's disabled, but it's still in the scene, like it's not working at all. But you can access it via script and enable it. So from this, you can disable and enable an object. From here, you can place different tags on an object, which you later can access again through a script. You can add your custom tags from here. If you want, for example, to call this. Let's say FPS camera saved attack. Go back to the main camera. And I wanted to change this to FBS camera. Just choose from here. For example, your C-sharp script, search for this tag and then turn it on, turn on, turn it off the camera. Next thing is the layer. So from this, you can say that this object is UI, this is water, this object is whoa, et cetera. Again, you can add layers. You get 31 layers in total. You cannot expand above 31 layers. So keep in mind to merge objects in one layer. So those are things that are common for each object. And the next thing is if the object is static or nasdaq. What static means is, for example, is an object, a wall. A wall is always static until, until you blown up. So keep in mind that static objects should not be movable, and that's it for them. The next thing from here, you can select different icons for this object. Those are unity defaults, but you can choose whatever you like. For an icon. This can be helpful if you, you know, if you want to organize visually some stuff. But honestly, I never used that. Next, the static we haven't dropped down. And another options that we have to choose from, but we're going to discuss this later on. So pretty much those are the common things that different objects shares in the spectrum and everything else is different. So for example, the camera here has a field of view. So let's go to a game settings. Let me drop a cube, prefers to go to your meshes folder and drop a cube and center it, 000. Alright, let's go and check it out. So the cube is pretty small. Scale it up. That lived for 500, something like this. And now, if I go back to my main camera and start tweaking the settings, you can see I can change the focus of my camera. I can change it to be a physical camera with focal length, with sensors, I can choose different sensors like 3035 millimeter camera, lens shift, et cetera. So from here, you can access all the parameters of an object. For example, let's try with the lightning. Let's go back. Let's turn on the light from this lamp now have yellow lightning. From this color. We can start changing, I think as you can see, red, pinkish, bluish. So again, different settings for the lightning, different settings for the camera, different settings for the, for the objects. We're going to cover each one of them. But keep in mind that inspector holds all the settings for each object and you can label it targets, put it on a layer, et cetera. So those are the basics for the Inspector. And in the next lectures, we're going to start a deep dive into Unity. Thank you guys for watching. See you in the next one. 9. Meshes: All right, welcome to the next tutorial. In this tutorial we're going to talk about meshes, how to import them. I already told you, but I'm going to go into the details about the mesh and the inspector. So let's get started. Alright, first in the project folder for this lesson, you have the cartoon tree. Just drag and drop it into Unity, just like that. And now you have a new 3D mesh inside unity. Alright? The first thing that we need to do is to drop it on the scene. There are two ways. So left click on it and hold it and drag it into the hierarchy. Or the second method is just drop it onto the scene. Again, left button, hold it, drag it onto the scene just like that. And now I want to focus on my 3D objects. I can just double-click here in the hierarchy, or I can just press F key on my keyboard, just like that. So it can focus on my 3D mesh. Alright, so we have now our 3D mesh in the scene. And I'm going to show you some settings about the 3D mesh itself. So here, when you click on the cartoon tree in a spectrum, you can see a lot of stuff and you have also tabs. So I'm gonna go briefly and tell you all about them. So the first thing is the scale factor. So what this does, it scales the object from its original scale from your 3D program, right? Blender, Mayan, or 3DS Max. And you can multiply the scale by a number. The second thing is convert units. So one centimeter of this file equals 0.01 meters in unity. So what this does is in your 2D package, I worked in Maya in maturity patch package, I setup one square of this to be one centimeters. So if I motto in Maya, one centimeter is one square, and if I import my acid into Unity, it will be the same. So you need to set up your 2D package is 30 meters in order to have the same measurements to unity. So this should be checked on. And right now, for example, if my trees one centimeter and I want to make attempt, just multiply by ten and my tree is bigger. Let's get back to one. The second thing is in bold blend shapes. This is for animations and let me show you a quick YouTube video. Blend shapes are mostly used in facial animation, but you can use them on other objects. So what basically this does is you have different models. For example, this head and this is our first pose, our neutral both. So you can lend from this shape to the second one, from this shape to the fifth one and blend to the third one with using those sliders. So this is a little complex thing and we are not going to cover how to rig in 3D programs, et cetera. But importing blend shapes will import your tree. Blend shade visual animations. And this is about Gwen shapes. Alright, so let's continue on import visibility. So what is does is let me quickly show you in my, if you have a 3D object, you can see here in my spectrum that I have a visibility options on and off. What this does is you can hide or unhide an object. So right now is hidden. Right now is not healing. And if you create an animation, let's create a quick animation here. So in my first frame, I want to be shown. And in my 20 frame, I want you to be here. And if I play my animation, as you can see, the last frame, it hides itself and just put it 30. Alright, so what does Unity does? It reads from your 3D package. If you animate the visibility, if you turn enough, Maya won't read this and your animation won't work. The next thing is import cameras. You can also import cameras from Union. When show you. Pretty quick, I have created a camera in Maya. And if I export my object with this camera, and if I turn on this check box, it will import the camera from Maya or blend. And the next thing is import lights. So what this does is pretty much the same as camera. I have in my area of directional light. And if I want the same directional light with the angles and size, et cetera, to be imported into Unity. And just check this out. The next two things, preserve hierarchy and set hierarchy by name. So the second thing is sorting the game objects, which are children by names. So this should be. And the next thing, the preserved Hierarchy. Let me show you what it does. In my treaty package. I have grouped to like a father, that the parent and camera and directional light like the first child. And then you can go deep, deep. I have a test group, a cube1 and a cube two. So this is my hierarchy. And let me just quickly show you an import. This test objects into unity. Okay, so right now I have my test object, import it into Unity. So just drag and drop it onto the scene. And as you can see, It's not the same. I don't have group two. I have the camera, directional desks, c1e, c2e, but I don't have the group. So if I go into my mesh and just click Preserve hierarchy, click Apply. I have exactly the same hierarchy from Maya in DNA. So this is what it does. Next thing is sorting the hierarchy by names. And let's go with the mesh. I'm just going to delete this one. It was just for show off. You don't need it. So the next thing is belt mesh, and the first thing is mesh, mesh compression. So if your mesh. Pretty big. For example, couple of mill triangles. You can compress it from here, and you can choose between three compressions. So this will reduce the size of your mesh in your built when you ship your game. So you can use this to optimize your meshes. Alright, so the next thing is read write, enable. So if you check this on, just like the check box, this means that a programmer will be able to communicate with your mesh and modify it and shape it code. So if you don't want your mesh to be able to be manipulated or accessed through code. You just turn it off. If you want the opposite just there, you know, the next thing is optimized mesh. So here I optimize everything like polygon orders or vertex orders. If you're familiar what polygons is a vertex and vertices are. So this will optimize them and arrange them in the best way in Unity. The next thing is to generate colliders. If I click this on, let me show you what it does. It generate a mesh collider for this. I'm going to talk about colliders later. But what this does in very brief is if you have a character and if you, if you walk at three, you're going to stop it. You're going to stop at it and the tree will block you from moving. But if you turn it off, you can go to the tree just like like that. And the tree will be just a mesh sitting there and not blocking the player from getting to it. So this is what I call colliders does. Alright, let's move on. So the next thing is keep watts. So if you want to keep your quads in direct x 11 for a tessellation, we can click on it. What this does is pretty complex and I'm not gonna cover it right now. The next thing is wealth vertices. What this does, let me show you. Let me quickly show you here with my example. For example, I have tho, those two cubes. And if I put them just like that, I have one vertex here and one vertex here, but they are separate. So if I merge those geometries, I have two vertices here or there where they connect. But originally I wanted to have one vertex just for demonstration purposes. So what this does, we add vertices will combine any vertices that share exactly the same position. So this is pretty handy for optimization. If you're doing something like that. If you have objects on bow onto an another object and sharing the same vertices, you can just use the vertices, the vertices way out function in order to connect them. And the final section that I want to talk about is about normals. Right now, I imported my normals for my cartoon three. Let me just shortly here. I imported the normals for my cartoon tree. I can click on non. And as you can see, my cartoon tree doesn't have any normals. If I click that, just turn them on. And if I click calculate, unity will calculate my normals. And you can set a smoothing angle on them just like that. Or you can turn it on just like that. You can change different smoothing sources. Prefers motor groups from smoking groups or for mango, let's say the angle one. And as you can see here, it's changes. You just click on this. As you can see, this modelling groups are also, you can change the normal mode for unweighted area weighted, angle weighted or bolt area and angle weighted. As you can see, the normal sort of changing what I usually thus, I imported the normals from my 3D package, put 60 here. Normally, I do my normal in my 3D package so that, that is pretty much about normal. Next thing is swap movies or generate white mob movies. I'm not gonna talk about those two. We're going to cover them when create a lightening and bake lightening for our scene. So the next thing that we're going to talk about, these materials from this tab, you can import materials from your 3D package, or you can just choose num and create your own materials, materials and apply your own materials onto a 3D object. So if you choose to import them from your 2D package, as you can see, I have linked unnumbered one material in my 3D package for the street. And you can click on extract material and choose the folder. And it will automatically create my lumbered material and connected to my cart from tree. And from here, I can just work it out and set up my material. So this is pretty handy if you set up already in blender, in Maya or Max and just want to extract the materials and said, Send them up pretty fast in Unity, so you can use that function. So this pretty much covers about what this measure does. And I'm going to cover a little bit about the inspector. So in the spectra you can have four types. The first one is the transform, where you can move your 3D objects on different, on the different axis. Just like that, you can put different numbers. A pretty handy stuff is you can, for example, do a math operations. So if this is 50 and I don't know how much is. If I add 86, I just can type plus and just add it. If I want to subdivide with 2025, done, if we want to multiply by two, then you can do math operations here, which is pretty handy. So from here, you can position, rotate, and scale. The second thing is your actual mesh, which is this. If I click on this circle, I can choose different meshes to apply on this, on this object. As you can see, I can change on the subject. But I'm going to choose my original mesh. So here is the carton three mesh filter. And this is your mesh filter. You can link it just like that. We're dragging also. So the next thing is lacking. In this tab. Guess shadows. You can cast shadows, you can turn them off. So this object, all gas shadows. You can guess a two-sided shadows just like that. Or you can use these objects to cast only shadows and the geometry not to be visible. The next thing is, if this object should receive shadow yes or no. After that, we have a contribution to global illumination. I'm gonna talk about low illumination in unity a little bit later. But if you check it on, it will contribute global illumination for the baking of the light map inside unit. Alright, so the next thing is probes. Should this object to work with white probes? It can work with Blend probes. It can use proxy volumes or custom provider. But to work with light probes, I'm going to talk about again later. But from here, you can access held. The object will react with white probes. And the next thing is refraction. Again, it can blend with the probe. It can blend with the probe and the Skybox. Or it can just use the simple algorithm. And if you expand here, this is your material settings. We're going to talk about them later. From this drop-down menu, you can choose different materials. For example, you can choose this unlit cower. Change different colors, but we're going to cover materials later on. So this is pretty much about meshes. Thank you guys for watching. I see you in my next lesson. 10. Materials: All right, welcome to the next lecture. In this lecture I'm going to show how to apply material and connect a texture to this material. I'm not gonna go into details about every kind of plug-in where you can plug different textures. We're going to talk about them later in our course. So first, what you're going to need to do is just select the carton texture tree, which is included in this lecture. And drag and drop it into the project. As you can see right now, at least for me, there is a problem. We have meshes, we have textures and materials and folder where they like to do and to keep my project clean, I'm gonna create a new folder and just right-click and create a new folder and call it materials. I'm going to right-click create a new folder, and I'm gonna call it textures. So I'm arranging everything in folders. So it will be easier for me when the projects get bigger. So now I go to the meshes and just left-click and drag my material to material folder, left Greek, and drag my texture to my texture folder. Right now, in the Material folder, I'm going to rename this material. Right-click. Rename. I'm gonna call it cultural. Alright? And now I need to apply this material on this tree. In the tree doesn't have this material. You need to click on the tree. You need to be in the SeaView. And here in the material section, you need to open the arrow. And here you need to drag this material with left-click and plug it here. So right now, our cultural tree material is linked to this mesh and how to apply the texture. Simply go to your texture folder. Drag cartoon, underscore texture to the first plug, which is called albedo. Just drive here. And we have our three texture ready. This is how you apply different textures to your material. From this drop-down menu, you can access different materials. For example, if you're creating a mobile game, you can access the mobile shaders from here. So click on the mobile and it will open different type of shaders. We're gonna talk about them in our later lessons. So for example, if a Tuesday views, you can see how it changes. So right now we have only one slot for a texture, and it is simply a plane to detection. As you can see, also the cower and everything. So if you select mobile and if you select a different bumps, but you are, for example, it starts to have highlights, as you can see, some highlights from the lightning, from the Sun. We, I'm going to cover each of those materials in separate lesson. Because basically from here you can access differentiators for different types of games. For example, if you create a PC game, a mobile game, you need to use differentiators because some of them are performance heavy, Some of them are lighter. So this is basically how you connect a texture 2D mesh. Just important texture. Create the material. Drug the texture over here in the first slot. Or if you have a different material, for example, if you have a mobile diffuse, you need to plug the texture in the base material. Just like that. So this is basically it's about this lecture. Thank you guys, and I see you in the next one. 11. Asset Store: Welcome back. With this next part. In this part we're going to talk about the UD asset store. We're going to download a free package and we're going to start learning more about Unity using this free package. So first, what you need to do is go to Window and click on the Asset Store or the hotkeys Control plus nine star connecting with the Asset Store. Alright? So when it connects, it will show you the acid store. What is the asset store for? Simply, here you can buy different stuff. You can buy 3D, like environments, prompts, vegetation, vehicles, animations. You can do the stuff you can buy 2s. You can buy visual effects. Templates, already developed games to some point. So here is a huge library of things that you can buy. There are also some free stuff. First one you need to do is you need to create an account before you can start buying. And let's type village. They ammo and search for it. Alright. So this package, the detailed medieval village, just click on it. And as you can see, we have some buildings, some rocks. And this package is free and we're going to download it and start playing around with it to show you the rest of the features. Unity. So what do you need to do is just click the blue button first. It will be download. And when you download the detailed medieval village, you need to import it. Just click on Import. And Unity will decompress the package that you've downloaded from the Unity Asset Store. Once the package is the compressed, you can see all the assets that will be added to your project. So all those assets will be added to your current projects. And all you need to do is just click Import and wait until they all are added. Alright, so the assets are imported. And now I can close this one. And I can close the Asset Store. Again, guys, you can just browse here and search for free stuff, which you can experiment with. But we're going to work only with this medieval village. So I'm gonna right-click and closed. Now, as you can see in our projects perhaps, and in our folder folders, we have Astro fish games. So click on it and go and find the, the scene here, the C folder and double click on HD medieval village demo. Just click on it. And you're going to open a scene where the developer of this package assemble all the prefabs, all the assets, and created the C. So what you need to do right now is select the scene. Hold control on your keyboard. Select the prefabs. Alright, so we now have selected the scene and the prefabs. Right-click on it. Click copy. Then you're going to need to go and open our default seed that we've worked in the previous lessons. Double-click on it. And in the hierarchy, right-click paste. And now we have the models integrated into our scene. And right now we have all the Maddow's imported in that scene. So let's go back again to the astrophysics Games. Opened the folder, open the scene, and click on HD medieval village prefabs. Here you can see all the pieces that the developer created, which you can play around with it and create your C. Alright, let's go back to our scene. And let's start experimenting with those. Alright, so in the next lesson, we're going to continue developing DC. Thank you guys for watching. 12. Universal Render Pipeline Setup: All right, welcome to this lecture. In this lecture, I'm gonna teach you how to install universal render pipeline and how to convert your materials for the default rendering to the new rendering, which is the unity universal pipeline. I just briefly told you about it in the start of this lecture. And now we're going to deep dive and show you what real areas. So first I'm going to show you a little announcement community. So universal rendering pipeline, or ERP, is the new rendering engine for unity. So if you are working in universal random pipeline games for PC, console or mobile. So with this pipeline, universal rendering pipeline, or you, you are, you can directly target cross-platform games. So you can simultaneously develop PC game, publish it on mobile and on console. So we can use this. And I'm going to show you how to enable it in uni. Let's get started. So let me show you first if you select this rock, this one. You can see that in the Materials section we have a standard shader. So right now we're working with the default rendering pipeline of unity, which you, when you install Unity, in order to switch to universal render pipeline. And we need to set it up. As you can see here, we have albedo, metallic, normal map, heat map, occlusion, detail mask, et cetera. So this material is pretty complex. What universal pipeline offers us is a huge boost in performance for all the platforms. So how to installed the first close holder that up. So you need to go to the window tab and scroll to the package manager. Click on the package manager and a pop-up will appear like that. Alright, you're gonna need to go to the Unity registry and just check it on. Just click on it. And you can see a big list of different plugins. All those plug-ins are unity verified and they come from the Unity engine developers. And all those plug-ins will extend your eternity. Let me give you a couple of examples. If you want to create a VR application, you can install Google VR Android or Google VR iOS. For example, if you want to create a custom shader, you can install the shader graph and start working with the shader graph. If you want to. For example, at mobile notifications for your mobile game or add in-app purchases, you can install all the packages that you need to extend your unity from here. So if you are looking for some specific functionality, you can scroll down here and search if, if you've developed this framework for you, which will make your life easier. So right now what we are aiming is we're going to need to install universal rendering pipeline. Right now. The last stable version is sample 0.3.1. If you expand it and you can see that the next version, 7.5.1, is still not in this verified section. Not stable and it may crash. It may have some books. I don't recommend using this version if you're going to ship your game. If you are just testing the new version, it's okay to start and just test. In order to access the older versions, you need to click on SEO versions. If you click here, you can see all the versions that are previously available. Right now we're going to install 7.3.1, which is verified how to install it. Go to the bottom and click on this tab bar. Right now, universal render pipeline going instead. Okay, so right now we've already installed the universal or in their pipeline. If you see the remove button, you can remove it from the installation or from here, you can update it when this version 7.5 go to the verified version. So right now I'm going to close it. And we already have our universal rendering pipeline. But still, if you click on the rock, still we have the previous standards shaders. So how can we convert the whole project to the new rendering pipeline? First one I'm going to do. So I'm gonna create a new folder and call it rendering by. And in this folder, I'm going to double-click and I'm going to create my rendering pipeline acid. So I'm gonna go to Create, and I'm gonna go to the rendering tab, universal rendering pipeline. And I'm going to create the pipeline asset forward rendering. This one. I'm going to work in 3D. So I'm going to use this one. Just click on it. And I'm going to leave it like that universal render pipeline asset. You can rename it to your taste and it creates two files. So how to enable the universal render pipeline acid? What do you need to do is you need to go to edit and click on Project Settings. And in the project settings, you need to go to the graphics tab here. And here, you need to pluck the universal render pipeline assets that we've created. So here it says scriptable render pipeline settings. The whole idea of the universal rendering pipeline is that if you have a very skilled programmer who can write rendering pipelines, you can create your custom in order to optimize your game for your needs. But unity created this as a universal people that don't have the skills to create their own rendering pipeline. So I'll just drag and drop it here. And right now, my game will work with this universal render pipeline. So here it says, scriptable rendering pipeline is in use. Some settings will not be used. And Arianna, alright? So what now we've already enabled our European and our materials don't took pink. Why is that? Let's click here. So here you can see our material, but your material is pink. It's being because we switched to the new rendering pipeline, how we can fix all the materials. It's pretty simple. Go to edit, render pipeline, universal render pipeline, upgrade project materials to universal render pipelining materials. Just click on it. Click proceed, and all your materials will be upgraded to the new rendering pipeline. You see no difference. Everything is set up. And if I click on my rock, I have the new shader assigned. This is pretty much about how you set up the universal rendering pipeline. Thank you guys for watching, and I'll see you in the next one. 13. Post Process - Bloom: Hello and welcome to the next lecture. In this lecture, we're going to talk about the post-process and especially the blue section of the post-process. First, let me show you how to setup the post-process to the camera. Just like your main camera over here. Go to the Add Component and type volume. Just like that volume. Click on it. And now I've added the post-process to my main camera. Here you can see a few settings, the mode, global or wacko. This means that it will work globally or it will work locally. The next thing is weight. How much does this post-process we, oh, wait, on the current rendering from 0 to one, you can blend it with the current rendering. The next thing is priority. To what priority means is that if you have two different cameras, and the first one uses 0, and the second one uses one. The second one will be on top of the first one. And then you can stack post-process effects on top of each other. The next thing is the profile. From here, we can create our post-process. Just click the New button. All right, so right now we've created our post-process and let's start by adding the first effect, which is a blum. Go to the overwrite, click on it, then you have the post-process, click on it. And now we have different POS processes. I'm gonna cover every one of those postprocessing. So we're gonna start with the bloom effect. So right now we have added a bloom effect, but it's not working. So from here, you can put everything checked. From here if you click on o and everything will start working, or from here, you can disable everything. So let's start by clicking, oh, still, you don't see any difference. First, let me explain each of the components. The first thing is the threshold. The threshold filters out the pixels under this level of brightness in the gamma space. The second thing is the intensity. How much this blur will have force by how much intensity it will has. The next thing is scattered. Scattered changes the extent of veiling effect. I'm going to show you once I set it up. The next thing is tent. From here. You can change the cower. From the clamp. You can change the pixels to control the bloom amount. The high-quality filtering will just smoothen out the bloom effect. But keep in mind, if you turn in on the high-quality bloom isn't supported on GOS two-port falls. The next thing is the less dirt, the dirt texture, and the dirt intensity. So for example, what you can add here is dirt, rain effect, some maybe window cracked on the camera, maybe the lens is correct, etc. So let's start and play around with those. The first thing I'm going to play around is the threshold. And the second thing is the intensity. But as you can see, we need to have treshold from 0 to one. And right now, as you can see, we start to have the bloom effect. What the bloom works on is the blue only lighten up the bright things in the scene. For example, let me just turn it off. As you can see, our Skybox is very bright. Here. We have bright white. Let me just zoom in to the o. So you can see that in Brighton, Brighton ups they owe to the fire. As you can see the farce, an up. And let me show you a very good example with our card, cartoon three. Let me just turn it on. And as you can see, it's all there and up as the green is very bright, let me just adjust the threshold. Maybe just like that. As you can see, we have a very nice effect. You can play with the intensity. All right, let's go to, let's go through all of the settings. So from the threshold, as I told you before, filters out the pixels under this level of brightness in the gamma space. So for example, let's place it like that. Then the intensity, the power of the blue, something like this, from the scalar. Again, the scalar changes the extent of the veiling effect. How much will extend from here will be at the back of the camera, very far away from here, getting closer and closer to a camera, as you can see, it starts to look like a fog. Let's keep it somewhere between point. Let's keep it 0.5. Alright, from the tenth, you can change the cower. As you can see. You can add different moods to you're seeing. Maybe some pinkish, maybe some orange, etc. The next thing is the clamp. The clamp changes the pixels to the control of the bloom amount. So let's clamp it down. Let me just put 0 and let me start talking a little bit. 0.2.4, as you can see, it starts, it started to change the pixels to control the Blumer melt. And for the end, let me show you what lens dirt does. And I'm just going to select a random texture. And I'm going to boost the intensity. And now when I move, as you can see, I have some effect on the camera. You can add some dirt. I just used a random texture right now. But you can add like, I've already told you, a crack on the lens, some raindrops, et cetera. So this is pretty much about the bloom effect. Thank you guys for watching. I'm working you in the next one. 14. Post Process - Channel Mixer: Hello and welcome to this lecture. In this lecture I'm going to cover the channel mixer. So let's get started. I've already turned off the blown from here. You can turn it off and go to art, overwrite, click on the post-process and click on the channel mixer. From this channel mixer, you can just the red, green, and blue values for the Scene. Let me just turn on everything from here. You can turn on everything from here, you can turn them off. So again, if you want to adjust the colors here for the scene, you can just drag the sliders and get different color effects. Just like that. Let me put more greenish here. So you can adjust and get a variation of the colors. As you can see now the crown turns blue. So I'm just adjusting the green slider in the blue channel to get this. Remember this was green and you can get different color variations from the channel mixer. I don't find the channel mixer a very intuitive, so I don't use it often, but if you need it, it's there and you can tweak the cowers from all the channels here. So thank you guys for watching. I'm waking you in the next lecture to cover the next post-process effect. 15. Post Process - Chromatic Aberration: Hello and welcome back with the next lecture. In this lecture we're going to cover the chromatic aberration. This is another post-process effect which is pretty simple. Again, you can add it from the ad overwrite button. Click here, click on the post-process chromatic aberration. And let's turn it on. It has only one option intensity. And this is the power of the chromatic aberration. Chromatic aberration splits the cowers surrounding edges in the game view into their red, green, and blue channels. This is normally seen in war quality camera lenses, but it's now usually used to create cool distortion. Look for your game and let me show you what it really does. So just slide all the way to one. And as you can see, it stores the edges of your geometry. And you can see that the chromatic aberration split the cower surrounding edges in the game view, like I already told you, into their red, green, and blue channels. This is pretty cool effect. If you want to use it for your game. For example, you can use it if your character is dizzy, maybe a little bit sleepy or has and someone hit him on the head, et cetera, the secure effect that you can use. Okay guys, thank you for watching and I'm waiting you in the next lecture. Bye. 16. Post Process - Color Adjustment: Hello and welcome to this lecture. In the previous lecture, we covered the chromatic aberration. In this lecture we're going to cover the cower adjustment again from the art overwrite menu post-process, the next day is the cower adjustment. So the cover adjustment is used to wake the overall color, brightness and contrast of the image. And the cower adjustment is pretty self-explanatory. So let's turn it on. Click on settings. So from the first one, the post exposure, you can boost up the exposure. And the color adjustment works on the whole image. The second thing is the contrast, which is pretty self-explanatory. If you boosted up all the way to a 100, you get the maximum contrast. If you pull it to minus 100, you get very little contrast. After the contrast, you can tweak up the cower filter. This will add an overall covered to your image. The next property is the hue shifts. From here, you can adjust the hue of your image. And the final one is the saturation. All the way up. You can make your image very saturated, all the way down, desaturate. So the power adjustment is pretty handy. Let's try and get some good color adjustments. Destroy 15. Let's turn a little bit the saturation 30, and that's boost the exposure. So both five. And as you can see, I already have a little powerful scene. And okay, I can continue tweaking them up a little bit like that. I can boost up, maybe make it a little reddish. Minus ten. Let's try minus ten. Okay? And you can tweak those parameters. A judge, your overall cours of lysine, maybe add a little filter to add to the mood or something like that. Maybe a yo son. And as you can see, I've added some colors to my scene. So Curves Adjustment, pretty handy. You can use it to add different color adjustments to the overall. See, thank you guys for spending time with me. I see you in the next lecture. 17. Post Process - Color Curve: Hello and welcome to this lecture. In this lecture we're going to cover the cower curve, which is a cool tool, and I oftenly use it and post-process section. So once again, click out, overwrite, go to post-process. Click on the power curve. Curve is very adaptive to. The most common use case is to adjust the luminance of the image. If you ever used the cower adjustment in food shop, then you know what the power curve will do. So in short words, the X axis of the curve represents the input luminance and the y axis here, the y axis represents the output luminous. In other words, you can map the luminous, it's different intensities. And the war or left side of the input here is the 0. So completely dark parts. The top part is the one which is the maximum brightness of the curve. So how to lift up the 0 trickier on overwrite? So tweaking up this parameter in the 0, we were going to brighten up the image. As you can see. From here, you can reset the curve. So if we turn down this, we make the bright spots of the image darker. Again, let's go to the reset. And this curve can be applied to each of the channels. So for example, if I want to tweet direct channel, lets go and CB, those red spots. Click on the override again and start tweaking it. Maybe just a little bit like that. Tone them down. You can also adjust the curve like that. Like that. If you want to add a middle point, just double-click on the curve, just like that. And we can add as many points as we want. And we can start and adjust them. As you can see here in the fire, where adding more color desaturate this. You can get pretty good effects. By playing with this curve. I'll click Reset. You can tweak up the green channel as well. You can tweak up the blue channel as well. So this is the base use case for the power curve. So from here you have four more options, Hugh versus HW. Hw versus saturation, saturation versus saturation, or luminous VARCHAR versus saturation. So if I select Q versus hue from here, you can adjust. For example, let's add 1. Again, double-click, just double-click and start waking up. You can now adjust the overall hue of the scene. But what you can do is you can isolate cowers. Let me try and isolate the green of this tree going to the Greys, the boats up here with your left mouse button up here. And now I create an isolated space for my green. And I'm going to add one more dot over here. And now if I start tweaking it up, you can see that I'm just changing the green cours of my C So I can isolate a different cower and just adjust discover. So the next thing that I want to show you is how to isolate a specific cower to saturate the whole scene and just leave that cower pop out. Go to the next tab, the q versus saturation. Let's add a key. Go to overwrite, double-click to other key, bring everything all the way down. So right now everything is saturated and start isolating a color that we want. So we want to green pop-out. Start isolating the Greece. Let's move the blues. And as you can see, let me just tweak a little bit the green. And as you can see, everything is the saturated, the whole scene except this one. So if you want to emphasize or on a specific color of a, of an object, for example, your character is moving to an area and you want to emphasize on this crown, you can make this effect desaturate everything and create a cool effect on the crown. So from here, you can just isolate a coward. Again, you can tweak up the saturation versus Saturation, Luminance versus saturation. There are unlimited possible ways of creating different colored pirates, different effects. So this is pretty much about the cower curve. It's very powerful tool that you can use to create different cower effects on your scene. Thank you guys for watching and I'm waiting you in my next lecture. Bye. 18. Post Process - Color Lookup: All right, welcome to this next lecture. In this lecture we're gonna talk about cower lookup. You can access the cowl lookup from overwrite post-process, and click on the color lookup. So what this does, everything that we've just went over can be accomplished with just one texture. This is the cower lookup table, all lute for short. So what Unity does is you look at every pixel and change the color based on the texture that we will create. It's a bit complex at first, but I'm going to show you how to create your custom loop texture and how to apply it in Unity. The first thing that you need to do is you need to either call lookup texture and you need to click on all So we can activate those two properties. The first property, you need to put your texture, and the second property is how much this texture we will contribute on the overall scene. So I already have on neutral loop texture, which you can download through the project files. I've included this, so you can just drag and drop into the project. I'm just going to create a new folder and call it Look. So I can place my books there just like that. Alright, so what this will do for me, just plugging in over here. And you see no difference. It's not working. If you think that you need to keep in mind before plugging texture here, first, click on the texture and you need to disable SRGB here. This, if you, if this is enabled, let me show you the Load Texture won't work. It says invalid lookup texture. It must be a non SRGB texture. So how to make it among SRGB? The second thing that you need to keep in mind in order to work the Load Texture is you need to go to the rendering pipeline assets, click on your universal render pipeline. And here in the loop size, you need to, you can put 1632 or 64. What this does is it says how big your textures should be inhaled. So I put 32 and my, let me go and check my texture. So my texture height is 32. If I make it to 16, then we shrink down half. If I make it to 16, it won't work. As you can see, it's not working because it needs to be the same size as set in the universal rendering pipeline savings. So this is super important. The first thing, this to be turned off, and the second thing, this 32, too much the height of the texture. So let's match again. So my texture is 1024 x 32. Distillery do number should match your universal render pipeline lot size. So this is the setup of the loop texture. Now, how we can make it work. Okay, I'll just create a print screen on my desktop. I just hit my Print Screen button on my keyboard. And then I'm going to jump in for a shock. So I'm gonna create a new tab. You can go from NYU, from found new. I've taken a screenshot and my document type is clipboards, or I'm getting my pixels from the clipboards. And I'll just hit Control V for my keyboard so I can paste it. And I'm just going to get this part of the image. And I'm just gonna go image crop. Alright. So right now we have a screenshot of our scene. And what we need to do. For example, this is your environment and you want to add few effects. So go from here at the circle. And let's add a hue and saturation. Let's make our scene a little bit saturated. Let's make it a little bit dark. And maybe that's too much. Alright, let's put 0. Ok, a little tweak. Let's add few more effects, brightness and contrast. Let's turn up the brightness, maybe 30% less, tune down the contrasts and just make the contrast a little bit higher. I'm just testing, and I'm just showing you how to use it. You can add maybe some levels. Let's move slow curve, something like this. All right? And to make a big difference, let's change the color to orange, the tree. So right now we've changed the image of our screenshot, the overall look, and how to apply this on the Load Texture. Go to unity, go to the loop texture, click on it. Go with the right-click, just right-click on it, and go show in Explorer. So your window will pop up and drag this loop texture into Photoshop over here, above the grid. So it can go in a separate file. In what you need to do. So select the first effect, then shift holding, Shift, left-click to select all the effects that we've applied. Then go with the right-click duplicate layers. Select the documents that you want to duplicate. So I want to go to the mutual boots. Click. Okay? And right now in this loop, I have the effects that I need to change my C. As you can see, this is the neutral and this is after adding the effects. So right now I'm gonna go to save. I'm gonna go to Save As. And I'm going to find the path to my folder. I've already done this, and I'm going to call it, I'm going to select the PNG file, PNG format, and I'm gonna call it the five. Alright? And the nucleic safe. Click OK, go to unity. And I have my modified lots. What you need to remember, SRGB will be checked on when you import the texture. Turn it off, click apply. And we have our modified loop texture. As you can see, we have a big difference. If you want to have a crisp cowers, you need to turn off the compression to none. Have better colors. Let me show you how the course will change. As you can see, they are pixelated right now. And this will affect your seem. So put the compression, compression to numb and go to the format. And click RGBA 32-bits, which is a high quality format. Click Apply, and everything is very smooth. Alright, let's apply our modified Load Texture. I applied modify loop texture. And right now we see the filters and effects we've added in Photoshop to represent everything the same, look in Unity. So let me compare. You can compare the Photoshop file and the unity. So this is pretty much how you can use look textures. They're very powerful. You can download a lot of ready-to-use loop textures from, from different free websites. Or you can create your own, like I've shown you and far sharp. So thank you guys for watching and I'm waiting you in the next part of this amazing course. 19. Post Process - Depth Of Field (DOF): All right, welcome back. With the next lecture. In this lecture we're gonna talk about depth of field or shortly dof effect. So first, I need to set up a little bit my scene. We're going to drag this window to decide so I can see what my camera sees. And I'm going to click the gizmo. I'm going to select this camera, just click on it. And I'm going to start positioning it so that I can see my houses in France are put 90 degrees on Y with a little bit up. Bits of it falls down, something like this. So nine degrees. And the second thing is, I'm going to place my cartoon tree at the back. I'm going to scale it up. Just like that. The reason I'm doing this is I want to show you the Doppler Effect or the depth of field. So my setup is ready. I'm going to bring only the game view. And I'm gonna choose maybe a landscape. I'm gonna bring down a little bit the camera as I don't see. Quite good. All right, something like this. Perfect. Alright, let's bring that back. I just choose the resolution to 2960 by 1440. This landscape, just in my taste. So what is Dove? I bet most of you know what depth of field is. So when you're taking a picture with your friends, you always want you to be, to be on focus and the environment may be blurry. So let me show you an example of depth of field. In this first picture, you can see that everything is on focus. We set up the camera, so everything is on focus, the background and all the cubes from the first one, the fifth one, the second, the second thing is when we set up to blur the far objects and only focus on the near objects in front of the camera. So as you can see, it's gradually lately boring to the end. You can see the second one is not so blurred compared to the fifth one. And the third effect is you can vary smoothly everything at this scale. This is real picture and you can set up this from the dof settings in your camera. So let me show you how to do this in unity. All right, so we're going to select the main camera. We're going to go again to add, overwrite post-process, Click on the depth of field. Right now it's disabled. Again. How to enable it? Click o or simply click here. So we have two options. The first one, gaussian depth of field, and the second one is Boca. So the gaussian, let me show you the settings. So if I set up the start higher, you can see the front of the camera. Everything is unfocused. Verify tweak it down. You can see that the front of the camera starts to blur out the end. Those were the blur effect to end. So simply this is the start point and this is the endpoint of the blurring effect. So let me setup like maybe 20. This some focus. And let me just tweak a blur to 0. As you can see right now, this tree is blurry. And you can tune up the max radius from here. Let me just zoom a little bit more so you can see why I tuned it up. You can see is getting more and more blurrier. And some of the parts of this house, because the endpoint is too close, maybe tweak it to 30. And now the endpoint is behind the house and still Tree is blurred. The image shown this up a little bit more. And now you can see the tree also not blurred. And we get it down. Start blurring. So you can play with these settings in order to smoothly create your depth of field effect, your blur to the starting point and ending point. It's pretty smooth. So you can play with them and create the nice effect that you want. The last thing is the high-quality sampling. If you click on, on it, you're gonna get a high-quality Bohr effect. This is a little bit heavy if you are using it for a mobile device. So the second node is called bokeh. In the second mode, you have everything that our camera has, the focal distance, the focal length, the aperture, the blade count, the blade curvature and blade rotation. Pink with the settings can get you even better effect that Gaussian blur. So take your time, play with the settings. If you hover on them, you can read a short description of what they does. It's pretty much the same as Gaussian. So take your time, play with them, try different things. If you want to have even more depth. Just select these three, right-click duplicate and place it further away. Just like that, maybe duplicate one more, place it further away. The idea is to see them at the background. You can move the camera a little bit up. Let me just show you how you can do it. So in this manner, you can create different distance and try and play with the settings. But pretty much depth of field. In short, what is on focus? What is another unfocused and how the distance between the camera will blur the objects. So that's it, guys. Thank you for watching and I'm waiting you in my next lecture. 20. Post Process - Film Grain: Hello and welcome back to the next lecture. In this lecture, we're gonna talk about film grain. It's a pretty cool effect that you can use if you are creating maybe a 2D game or a horror game, or even you can add it to an FPS shooter or any kind of game. So go to the Add overwrite, click post-process and click film grain. So right now it's not working. Click on oh, and you still don't see anything polemic. First, explain what film grain is and show you a game that uses it. This is the famous game, cup head, and as you can see, it, it has this old school style of graphics and 2D cartoonish. But what makes it unique is those spots, those dots, and a few film grain. So let me show you what film grain really does. Hit the play button. And now just zoom in a little bit from this, from this scale. And you choose thin and start tweaking intensity, tweak all the way up. And as you can see, let me zoom a little bit more. You start to get this film grain like an old CRT TV. Like 20 years ago or 30 years ago, the televisions were using the film grain effect. So if you want to create even bigger dots, choose the wedge one. And now, as you can see on your picture, you have this old school film grain effect, just like in this game, coke heads, just like here. They use it a little bit or less. So it's not so visible, but it's there. You can tweak the film grain size from the response. If you tweak it a little bit down, you start to get faster response. And a little bit, it looks like the dots are a little bit bigger and that's awesome. Later. If you get all the way up to one, you can see the smoothing effect of the film grain. So if I slide it back, you can see how, how outs Cu and loads. You can choose between different, different types from medium, different kinds of mediums. You can choose from large, you can choose thin and tweak the parameters to your taste. So there is one more option, which is custom. And in custom you can place a texture of a film grain that you've done in Photoshop or just download a few grain picture from Google and placed over here, keep in mind that it has to be with a transparent background. So this is pretty much about the film grain. Thank you guys for watching. 21. Post Process - Lens Distortion: Alright, welcome back with the next lecture. In this lecture, we're going to talk about the lens distortion post-process. Again from the ad overwrite, just click here, click on the post process and check the lens distortion. Pretty much less distortion. Thus were, it says it distorts the lens of your camera, and it works in 2D as our camera is watching our scene on x and y, so on horizontal axis and vertical axis. So to enable the effect, click on o, just like every other post-process effect. And I'm going to briefly explain all the parameters. The first one is the intensity. How much power, how much powerful with the distortion be from minus one to one. The second thing is x multiplier. So distortion, we work only on the horizontal axis how much it will distort your image on x. The next thing is the y multiplier, and pretty much how much it will distort your image on the vertical axis. The fourth thing is the sender. So this defines where the distortion will start. So right now it's in the center x 0.5, which means 50% from the left and 50% from the right. And y is also in the center, 0.5. So if you put this to one, it will go on the x-axis to the end. And if you put it to 0, it will go in the start of the x-axis. Keep in mind that the axes are starting from left to right and from bottom to top. And the final thing is the scale. So this is controlling the global scale of the lens distortion. So let's start and just play with it a little bit. So if I start and tweak it near the 0.1, you can see you get that fisheye effect, just like a GoPro, something like this. As you can see, we have our 3D liker Leo sphere. We have that fisheye. But if you turn it down and go into negative values, you have created this effect, like all 3D meshes are going in the depth backwards. So from the intensity, you can control how much it will distort the lens. Let's say like this. The x multiplier right now is one and the y multiplier is one. So they are counterbalancing. But if I tweak this down, you're gonna remove the intensity, the distortion on the x multiplier. So right now we don't have a distortion on X. And if I pump up the intensity, you see that our distortion only appear on the y axis if I counter change it and just tweak the intensity, you see that right now, our lens distortion is working only on the x-axis. Just on the x-axis. Alright, so let's put it back to one. And if I start tweeting the center, you can see that the center of the distortion right now is on the x axis from 0 to one, it will go in the right side. And let's show you the y. It will go to the bottom. If I hit one, it will go to itself. So pretty much x and y centers, you can tweak them a little bit to create little shifts to the left or to the right, or to the top or to the bottom. Just like that. Just like this, can create a little shift in the, in the lens. Maybe just 4.55, something like this. And the scale. If you tweak it up all the way down to five, it will zoom the scene. But if you tweak it down, it will create a cool effect, like repeating cure scene in creating this repo. So this is a pretty cool effect with the scale. You can create an animation with it. You know, going from 0 up to weigh to the two or five, like zooming going to object. So this is pretty much about the lens distortion. So it's pretty cool too. We can create various distortions of your lens and go for that GoPro filming style. Thank you guys for tuning in and I'm waiting you in the next one by. 22. Post Process - Lift, Gamma and Gain: Hello and welcome back to the next lecture. In this lecture we're going to talk about one thing from the post-processing stack that is the most important, at least in my opinion. It is called lift, gamma and gain. This is one of the most important thing from the processing stack to cower, correct? You're seen. So how to add it? The way that we added the previous effects at overwrite. Go to post-process and click on lift, gamma and gain. So I'm going to activate it by clicking on o. And now what each of these does. So the first one, the lift, is used to control the dark tones in our scene. This has a more exaggerated effect on the shadows. So where you have a dark tone and shadow, this lift will work there. So the slider, you can use it to offset the lightness of the trackball cower. So if you go here, you get more light. If you go down there, you get more dark. The second thing, the gamma, is used to control the midrange of tones with a power function. So, so again, the slider is used to control the lightness of the trackball. If you drag it to all the way up, you get more light tones. If you drag it down, you get more dark tones from that midrange tones. Let me just turn it to 0. Alright. The next thing is the gain. So the gain is used to increase the signal and make highlights brighter. We use the slider folder again, again to offset the lightness of the trackball itself. More to the right, more bright molecular left, more to dark. Alright? So what this trackball is used, it is used to select which cover from the universal rendering pipeline should shift the hue of the dark tones. This is for the lift. The second thing is used to select which cower universal render, render pipeline should use to shift the hue of the mittens. And from the third trackball, you can select which cover that universal rendering pipeline uses to shift the hue of the highlights. You can start by selecting the circle, just left click on it, and just drag into the trackball to create different colors in different modes. So if I want to go for a core scene, we're gonna drag to the blue. And let's correct my MIT zones. Maybe I'm going to make them a little bit hotter, a little bit to the orange. For example, if we have those fires or here, they create this atmosphere of a little bit hard. And let's drag and brighten the highlights to the blue. Just like that. So we add this, this bluish cower. Let's just tweak this a little bit more. So we have a little bit more orange in the mid tones. And you can also play with those values. You can brighten them. You can get them dark. Maybe you're going to be pride, or this may be a little bit dark like debt. Let's try this one. More into, more into the blue. Let's put a little bit more. Orange is boosted down. So we've created a little bit warm scene. And let's boost up the, the blue in our shadows. Now are dark spots. So as you can see, I've already correct a little bit of the colors. This is just demo scene we're going to create in our future lessons a complete scene with those houses. And we're going to use all the post-processing effect to create and add this immersive atmosphere. But this is just a quick example of how you can tweak the lift gamma and gain to create such an atmosphere. Let's turn it off and on. So we can see the difference is, you can see we've created some differences in the color tones. You can work and just experiment with this. As you can see, you can create different, Let me just quick creates some different atmospheres just like that. So this is very important and powerful tool that you can use in the post-process of your game to make a final touches in the cower correction of your scene. When we build up the scene, we're going to use this as our main tool to create that immersive mode. Thank you guys for watching and I'm pointing you in the next lecture. 23. Post Process - Motion Blur: Hello and welcome back. I hope you enjoyed the last lecture that we need to continue. In this lecture, we're going to talk about motion blur. It is pretty simple effect on the camera. So let's get started. Go to out overwrite post-processing and click on motion were what motion borders is when you camera has a fast movement, it worse the object and create like a trail of it. Let me show you. So click on All to activate everything from the quality settings you can drop down and you can select warm, medium, or high quality of the motion. We're, let's try the high-quality. The intensity says how intense the motion blur will be. I'm going to tweak it all the way up to one so I can show you the actual motion blur. And the third option, the clamp, will define how the lens of the motion war will be when your camera move or rotates. So simply show you what motion blur is. I've placed my gave you at the right side. Again, guys, just drag in creators. Just like that. Let me just shrink down this mayor and I've selected the camera. So first, I'm going to use the move tool to show how the motion blur works. But we need to tweak the intensity all the way to one and the clamp all the way to 0.2 and boosting deserved in order to show you the trail of the motion work. So let's get started and let's start moving the camera. I've just selected camera and I'm using the Move tool up here, or just click W on your keyboard and just start moving the camera. As you can see, there is no motion blur. But if I move, if I start moving the camera fast, you can see that there is a trail of our houses. So if I start rotating the camera, you're going to see the motion blur. So I'm just going to start with the x axis. And as you can see, when you create a fast movements, it has a motion work. Let's try with the y-axis. As you can see, there is a blurring in the houses. When you have a fast movement. This is commonly used in FPS shooters, in third-person games, or whatever gain that you like, you can bring up the motion blur. But keeping in mind that you need to have a first moment of the camera. Because in slow movements of the camera, the motion blur is not so noticeable. But if you start moving it fast, you can see the motion blur occur. And we just turn it off in order to compare. Right now, as you can see, there is no motion. We're unlike. It shows like the geometry, duplicate itself and create a silhouette of it. That's what motion blur does. It create that nice effect of a trail alongside, alongside your camera? Let's try and zoom in the camera. Just like that. As you can see the first movement create that immersive effect and that blurring. So, alright guys, thank you for turning up in this lecture. Disavow the motion were pretty simple effect. You can use it for your FPS game or your third person shooter, or whatever game you, you create, it's used a lot of games. Keep in mind that this so heavy process. If you want to use it on mobile, you should click and select the water quality and you should select the clamp all the way down, maybe 2.1 or 0.2. And this will optimize the motion blur to work on mobile devices. Thank you guys for tuning in. And didn't you, in the next lecture. 24. Post Process - Panini Projection: All right, welcome to the next lecture. In this lecture we're going to talk about panini projection. A Hope you guys are. Okay. So let's get started. I'm going to first explain to you what panini projection is. Let me just drag an image over here. Alright. So pretty much what panini projection is. This is an effect to help you to render perspective view is seas with very large field of view. So panini projection is a cylindrical projection, which means that it keeps the vertical straight lines, straight and vertical. As you can see in the image, the vertical lines trade. And they are kept vertical compared to the horizontal lines, which are not straight alcohol. So let's make it simple. If I pointed out this is a vanishing point number one. This is my vanishing point number two. Alright? And this is my vanishing point number three. So as you can see, we have three different vanishing points. And they all cast rays with a ten degrees and go visit ten-degree angle. And from vanishing point number 32, vanishing point number two, you have this oval shapes creating a sphere, a cylindrical shape in the center image. This effect is created in order when you have a huge field of view, to fake perspective, and to create perspective just in the center. Alright. So if you want to know more about panini projection, you can go to the wiki dot Pano 2z.org slash the general panini projection. Over here, you can see the URL. And here you can read all the technical stuff about the panini projection. And you can check the application of panini projection in photographic, for example, how you can turn from a fisheye snapshot to a prospective view. So it can line up this perspective and spread it out and create this Panini image. Or you can use it in very wide and ultra-wide views from panoramas. So take your time, guys, read the wiki page, gets another panini projection. And let me show you the panini projection in unity, what it does. And we're gonna remove those. And first I'm going to select my camera. I'm gonna go to the field of you. Keep in mind, we need a huge field of view, high field of view in order our panini projection toward good, I'm going to set it up to 100 and I'm going to disable my physical camera. Alright? Right now my panini projection is turned off. So I'm going to click on o. So the first slider, you can use the slider to set the strength of the distortion. Let me just drag it all the way up to one. And as you can see, we're starting to create the spherical shape in the middle. And we are creating a perspective in our 3D. As you can see right now, the perspective here is not too dense. So if I drag the slider all the way up to one, you can see how we create this pretty nice perspective. So this is what the distance does. It creates. The distortion. More powerful or less powerful is just the strength. So the second slider cropped fit. You can use the slider to crop the distortion to fit the screen. So a value of one will crop the distortion to the edge of the screen. So let me show you what it does. If I drag it up all the way to 0. You can see that our panini projection is working on our full image. And each dust towards the center of the image, creating this creating this spherical shape and create from those three vanishing points and creating the perspective that we are missing over here in the middle. But if I start to crop, you can see that our edges or start to disappear and we're just like zooming in into the center of our circle. So when you start to crop, your start, crop, year, start cropping this vanishing points in your just focusing just in the center of our image. So this is about the panini projection. Iron oftenly use it. I use it in my 12 years career immunity. But if you want to use the panini projection, if you want to create different camera effects, read the wiki again, no, skip this part, read the wiki. So if you want to create different effects or camera effects with the panini and you have a cool idea how you can implement this into your game. Is it an effect? Is it a permanent camera? It is there. You can use it. Thank you guys for watching and waiting you in my next lecture. Bye.