Shader Graph for Stylized Worlds
Author stylized materials that stay within mobile GPU budgets.
¥72,000 · 5 weeks · cohort · intermediate
Overview
Create layered Shader Graph networks with controlled texture reads, vertex animation tricks, and fog that reads well in HMDs. Each week adds a constraint: lower texture memory, fewer taps, or stricter overdraw.
What is included
- Mobile-first graph templates
- Debug views for overdraw and bandwidth
- Stylized lighting without heavy post stacks
- Team critique on readability at HMD distance
- Export presets for Quest and PCVR comparison
Outcomes
- Deliver two hero materials with written budget notes
- Bench your scene before/after graph changes
- Present one material breakdown to the cohort
Responsible instructor
Sora Watanabe
Program director; focuses on visual clarity under headset constraints.
FAQ
Experience notes
Stylized Worlds Shader Graph week nailed why my fog was eating bandwidth. Still wrestling with the second material, but the debug overlays finally clicked.
Rarely see courses that grade you on readability at two-meter distance. Refreshing.