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Guide to Beautiful Games in Unity
Introduction
Scifi Control Room (1:31)
Install Filebase (2:27)
Building a Floor
Download First Assets (2:21)
Adding a floor (3:21)
Rotating Assets (3:28)
Using Prefabs (5:31)
Adding variation to assets (1:57)
Clean Hierarchies (1:57)
Challenge: Create a Floor (0:40)
Challenge Review: Create a Floor (7:39)
Creating a Wall
Introducing the walls (1:32)
Create Wall_01 (3:07)
How to break prefabs (5:22)
Vertex Snap (2:48)
Challenge: Create a Wall (1:57)
Challenge Review: Create a Wall (8:40)
Columns and Archways
Introduce Columns and Archways (1:27)
Create first column and prefab overrides (5:31)
Positioning columns (1:56)
Create an archway (5:22)
Challenge: Create a Column and Archway (0:32)
Challenge Review: Create a Column and Archway (8:27)
Ceilings
Introduce Ceilings (2:10)
Hallway Ceiling (4:57)
Main Room Ceiling (6:06)
Adding Struts (6:47)
Challenge: Build Ceiling and Struts (0:19)
Challenge Review: Build Ceiling and Struts (12:08)
Doorways
Wall over door (3:55)
Adding a doorway (8:20)
Adding Scifi Terminals (5:52)
Adding Staircases and supports (4:59)
Adding Support Struts (5:48)
Challenge: Build Doorway (0:30)
Challenge Review: Build Doorway (6:38)
Environmental Colliders
Environmental Colliders (4:17)
Challenge: Add Colliders to the Room (2:39)
Challenge Review: Add Colliders to the Room (7:08)
Colliders for Game Objects in Scene (5:50)
Pipeline Differences
Save your scene BEFORE lighting (1:46)
Which Pipeline - HDRP or URP (4:29)
URP-Skyboxes
Setup URP (4:18)
Procedural Skybox (5:21)
3 Other Skyboxes (4:48)
URP-Lights
4 different lights (3:50)
Light source culling (2:26)
Adding Point Lights (3:53)
Add spotlights (1:45)
Altering Texture Maps
Change your texture maps (5:35)
Alter Filebase FBX Files (4:30)
Adding Emission to Texture (5:56)
Adding Emission to FBX (5:10)
Challenge: Adjust Texture Maps (1:10)
Challenge Review: Adjust Texture Maps (3:59)
URP - Post Processing
Setting up Post Processing (2:38)
Bloom in PP (3:29)
Tips for Coloring in PP (3:46)
Fun Post Processing Additions (5:19)
Post Processing Using Volumes (4:59)
Challenge: Create Cool and Warm Post Processing Volumes (0:49)
Challenge Review: Create Cool and Warm Post Processing Volumes (5:09)
Occlusion Culling, Particles, and Reflection Probes
Set up occlusion culling (4:34)
Particles (4:23)
Reflection Probes (4:58)
URP Final (1:19)
Introduction to High Definition Render Pipeline
Adding scene to HDRP (4:15)
HDRP vs URP (3:32)
Resync Filebase (1:31)
HDRP Standard Lit (4:57)
HDRP - Additional Material Options
Height Maps_Vertex_Pixel Displacement (7:27)
Tessellation in HDRP (5:22)
Challenge: Create Cobblestone Path (1:11)
Challenge Review: Create Cobblestone Path (3:09)
Decals (3:17)
Layered Lit (7:03)
HDRP-Environmental Lighting
Place in the global volume (0:48)
Adding a sky (3:45)
Adding area lights (5:16)
Adjusting Emission Channels (3:55)
HDRP-Fog and Additional Lighting Effects
Setting Fog Particles in HDRP (2:12)
Volumetric Lights with Fog (1:44)
Cool Fog Fixes (4:26)
Light Layers in HDRP (4:54)
Cookies (4:42)
HDRP-Baked vs Realtime Lights
What is baked lighting (5:14)
Baking Crashes (1:18)
How to save lightmap data (2:01)
Too many light shadows bugs (2:23)
Difference between baked mixed realtime lights (2:29)
HDRP-Light Probes
Setup Light Probe Group (2:59)
Testing Light Probes (5:59)
Exterior lighting using light probes (4:04)
HDRP-Reflections
Reflections Overview - Normal vs Reflection Probes vs SSR (6:26)
Screen Space Reflections (4:04)
Multiple Reflection Probes (2:08)
HDRP-Volumes
Multiple Post Processing Volumes (4:55)
Density volumes (2:44)
Post Processing final touches (4:08)
Best Practices
Combining Lights Overview (2:16)
Introduce Interior Environment (4:47)
Selective Light Probe Usage (6:20)
Using Post in HRDP Lighting (4:14)
Indirect Multiplier (1:16)
How to use lights in games (4:24)
Phase I: Framework
PDF Download
Challenge Review: Create a Column and Archway
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