I've written some books about shaders, compute shaders, tools, and math for graphics in Unity.

Hi everyone! I thought this might be useful to some of you. I've been writing books about technical art since 2021, mostly focused on shader development and tool creation. If you're just getting started in this field, check out this book bundle. It might be exactly what you need to get started: https://jettelly.com/bundles/the-unity-dev-bundle

u/fespindola — 5 days ago
▲ 1.0k r/TechnicalArtist+2 crossposts

Working on Real-Time Water Effects.

I've been creating these kinds of effects for years, but now I'm turning that experience into a 14-hour video course.

The goal is to show how combining Particle System, Shaders, Compute Shaders, C#, and HLSL allows you to create everything from simple splashes to large-scale ocean simulations.

What do you think of the results? This demo includes Particle System and Shader Graph.

In case someone is interested, here you can wishlist the course: https://jettelly.com/store/real-time-water-in-unity-from-splashes-to-oceans

u/fespindola — 1 day ago
▲ 51 r/godot

I made some scene transitions

If you own the Godot Shaders Bible, feel free to download them, they're included in the book package. These transitions can be used in both personal and commercial projects.

The next VFX pack will focus on 2D games.

Don't have the book? Here's a coupon: GSB5USD

https://jettelly.com/store/the-godot-shaders-bible

u/fespindola — 12 days ago
▲ 87 r/Unity3D

Outline shader based on reflection. It doesn't require rendering the back faces.

u/fespindola — 23 days ago
▲ 151 r/unity+1 crossposts

I'm excited to share that the Unity Shaders Pro Bundle has grown to 600+ pages covering Shader Graph, HLSL, Math for Graphics, SDFs, Ray Marching, Compute Shaders, and custom Post-Processing in Unity. We're continuing to update every book in the bundle with new content and improvements.

u/fespindola — 5 days ago

Technical Art, Shaders, Tools, and Math for Graphics

Hey everyone, my team and I have been creating educational books on Technical Art, shaders, tools development, and graphics math.

We started with Unity and Godot, and we're now expanding into Blender, Maya, and ThreeJS. Feel free to take a look, hopefully you'll find something useful for your learning journey 🔗 https://jettelly.com/bundles/the-unity-dev-bundle

u/fespindola — 26 days ago

So far I've written 252 of the 400 pages planned for the second edition of the Unity Shaders Bible. If you already own the book, all second-edition updates are included at no extra cost.

A new update for the book is coming soon.

I'd love to hear what shader topics you feel are missing from existing learning resources, or what you'd like to see covered in more detail 🔗 https://jettelly.com/store/the-unity-shaders-bible

Thanks for all the support and feedback so far.

u/fespindola — 26 days ago

I've been working on a real-time water VFX course for Unity, and this is one of the WIP tests

The assets still need a lot more polish, but at this stage I'm focusing on building the actual techniques, documentation, and learning material. The goal is to create something production-oriented rather than just a collection of isolated effects. I want to cover not only the shaders and math behind water rendering, but also how to build effects that could realistically be used in a game.

The course is currently planned to be around 10+4 hours long and will cover everything from small splashes to larger ocean systems.

Would a course like this interest you? Any feedback is welcome.
Also, if you'd like to support the project, I'd appreciate your help in reaching 2000 wishlists

🔗https://jettelly.com/store/real-time-water-in-unity-from-splashes-to-oceans

u/fespindola — 1 month ago

Exploring Custom Lighting and writing the process

Tomorrow I'll be updating the Unity Shaders Bible book. In this new update I continue exploring custom lighting, and I'm also adding a section on custom shader GUI. If you already own a digital copy, the update will be available for free as always ➡️https://jettelly.com/store/the-unity-shaders-bible

u/fespindola — 1 month ago

A couple of weeks ago, I asked if you would be interested in a water effects course for Unity. Now I’m making it

Hi everyone! For those who didn’t read the original post, you can find it here: https://www.reddit.com/r/TechnicalArtist/comments/1tdxx6b/ive_been_writing_technical_books_since_2021_and/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

I already have some topics planned for the course, including oceans, splashes, one-way streams, two-way streams, waterfalls, and more. The 14 hour course will cover shaders, particle systems, compute shaders, C#, and HLSL.

If you’re interested, you can wishlist the course here: https://jettelly.com/store/real-time-water-in-unity-from-splashes-to-oceans

Also, if you have ideas you’d like to see included in the course, feel free to comment!

u/fespindola — 1 month ago

I made a custom shader and implemented three specular models that an artist can easily switch between. The models are gated behind a shader_feature_local, so only the selected variant is compiled into the build.

u/fespindola — 2 months ago
▲ 1.1k r/TechnicalArtist+1 crossposts

HI everyone, I'm currently planning to write about this topic, but before I commit, I want to make sure there's a real audience for it. That's why I've set a goal: if 1,000 people vote, the book gets made. We're currently at 380/1000.

If this sounds like something you'd find useful, I'd really appreciate your vote and subscription. Take a look at the project here 🌊 https://jettelly.com/idealabs

u/fespindola — 2 months ago