VFX Series. Shaders: Lesson 1. Power of curves
<h1>Welcome to the first lesson in the VFX Shader Series</h1>
<p>This series doesn’t expect you to be good at programming or math, though if you are it will help. You need a very basic understanding of what program code is, how to create a function, a variable, and an <em>if</em> statement (in any programming language). Programming skills beyond that aren’t required, and while having some background in programming helps, most of the advanced software engineering skills are not applicable to shaders. Our main goal is to develop an intuitive understanding of how shader effects are created and learn to create a mental image of the process before we even start implementing them.</p>
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<p>Note: this is not a “tutorial” in a usual internet sense of this word: I am not going to show you how to do one specific thing following me step by step. Instead we are going to navigate through tools, concepts and principles required to create anything you want with shaders and other useful technology. Each lesson has a <a href="https://github.com/dreadlocks-dude/godot-fvx-series" rel="noopener ugc nofollow" target="_blank">link to Github</a> with project files and code.</p>
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<p>I use <a href="https://godotengine.org/" rel="noopener ugc nofollow" target="_blank">Godot Game Engine</a> for game development, educational materials, and visual art. This series is going to use it too. If you never used Godot before — worry not, it’s completely free and extremely simple to learn, with a very active community that can help you at any time. </p>
<p><a href="https://medium.com/@dreadlocksdude/vfx-series-shaders-lesson-1-power-of-curves-9be476ba6e93"><strong>Read More</strong></a></p>