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Izdelava senčilnika za vizualne učinke v pogonu Unity
ID Jeraj, Taja (Author), ID Meden, Blaž (Mentor) More about this mentor... This link opens in a new window

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Abstract
V diplomskem delu obravnavamo problematiko razvoja kompleksnejših VFX senčilnikov v okolju Unity, kjer razdrobljenost spletnih virov in pomanjkanje enotnih, modularnih pristopov otežujeta izdelavo preglednega in univerzalnega sistema, zlasti za ustvarjalce brez tehničnega ozadja. Z uporabo orodja Unity Shader Graph in ročnega pisanja kode v jeziku HLSL smo razvili modularno zasnovan univerzalni senčilnik za grafični cevovod URP, ki preko Custom Vertex Streams omogoča dinamično povezavo s sistemi delcev, preglednost pa zagotavlja C# grafični vmesnik. Rezultat dela sta dve funkcionalno identični različici senčilnika, ki podpirata tehnike, kot so popačenje, maskiranje, postopno razblinjanje, globinsko bledenje in Fresnelov učinek. Razvita rešitev predstavlja učni pripomoček in orodje, ki ustvarjalcem brez poglobljenega tehničnega znanja omogoča hiter prehod od zasnove do implementacije vizualnih učinkov v Unity.

Language:Slovenian
Keywords:senčilnik, senčilni graf, HLSL, VFX, vizualni učinki, sistem delcev, Unity, URP, tehnična umetnost
Work type:Undergraduate thesis
Typology:2.11 - Undergraduate Thesis
Organization:FE - Faculty of Electrical Engineering
Year:2026
PID:20.500.12556/RUL-181720 This link opens in a new window
COBISS.SI-ID:277049859 This link opens in a new window
Publication date in RUL:14.04.2026
Views:353
Downloads:193
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Secondary language

Language:English
Title:Visual effects shader development in Unity engine
Abstract:
This thesis addresses the development of VFX shaders in the Unity environment, where the fragmentation of online resources and the lack of unified, modular approaches make it difficult to create a universal system, especially for creators without a technical background. Using Unity Shader Graph and HLSL code, we developed a modular universal shader for the URP rendering pipeline that enables dynamic interaction with particle systems through Custom Vertex Streams, while usability is ensured via a C# graphical interface. The result of this work is two functionally identical versions of the shader, supporting techniques such as distortion, masking, dissolve, depth fade, and the Fresnel effect. The developed solution serves as both an educational resource and a practical tool, allowing creators without in-depth technical knowledge to efficiently transition from concept to implementation of visual effects in Unity.

Keywords:shader, Shader Graph, HLSL, VFX, visual effects, Particle System, Unity, URP, technical art

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