Shader Graph for Stylized Worlds
Cover imagery for Shader Graph for Stylized Worlds
intermediate

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
Avatar for Sora Watanabe

Responsible instructor

Sora Watanabe

Program director; focuses on visual clarity under headset constraints.

FAQ

Basic Blender or Maya navigation helps; we provide meshes to shade.

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.

— Hina

Rarely see courses that grade you on readability at two-meter distance. Refreshing.

— Marco , technical artist · remote studio · 4/5

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