Uploaded April 2023 | Updated September 2026, 2 weeks ago
I tried creating a custom ray/path tracing renderer. Featuring: maths, shaders, and cats!
This project was written in C# and HLSL, and uses the Unity game engine.
Support my work (and get early access to new videos and source code) on Patreon or Nebula
* Patreon: patreon.com/SebastianLague
* Nebula: go.nebula.tv/sebastianlague
Source Code:
* GitHub: github.com/SebLague/Ray-Tracing/tree/Episode01
Credits and References:
* raytracing.github.io
* blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive
* Music: github.com/SebLague/Misc-Project-Info/blob/main/Coding-Adventures/Ray-Tracing.txt
Chapters:
0:00 Intro
1:08 Cameras and Rays
3:30 The Pixel Shader
5:02 Drawing a Sphere
6:59 Multiple Spheres, and Colour!
8:21 Two Types of Reflections
9:04 Experimenting with Randomness
11:14 Random Hemisphere Directions
14:11 The Trace Function
16:35 Testing Lights
17:55 Chair Thief
18:23 Progressive Rendering
19:54 A Simple Sky
20:49 Lambert’s Cosine Law
22:47 Cosine Weighted Rays
22:36 Triangles
24:52 Some Tests
27:14 Specular Reflections
29:59 Tomatoes and Glossiness
31:57 Blur and Anti-Aliasing
34:42 Depth of Field
37:14 The End
I tried creating a custom ray/path tracing renderer. Featuring: maths, shaders, and cats!
This project was written in C# and HLSL, and uses the Unity game engine.
Support my work (and get early access to new videos and source code) on Patreon or Nebula
* Patreon: patreon.com/SebastianLague
* Nebula: go.nebula.tv/sebastianlague
Source Code:
* GitHub: github.com/SebLague/Ray-Tracing/tree/Episode01
Credits and References:
* raytracing.github.io
* blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive
* Music: github.com/SebLague/Misc-Project-Info/blob/main/Coding-Adventures/Ray-Tracing.txt
Chapters:
0:00 Intro
1:08 Cameras and Rays
3:30 The Pixel Shader
5:02 Drawing a Sphere
6:59 Multiple Spheres, and Colour!
8:21 Two Types of Reflections
9:04 Experimenting with Randomness
11:14 Random Hemisphere Directions
14:11 The Trace Function
16:35 Testing Lights
17:55 Chair Thief
18:23 Progressive Rendering
19:54 A Simple Sky
20:49 Lambert’s Cosine Law
22:47 Cosine Weighted Rays
22:36 Triangles
24:52 Some Tests
27:14 Specular Reflections
29:59 Tomatoes and Glossiness
31:57 Blur and Anti-Aliasing
34:42 Depth of Field
37:14 The End

![[Unity] 2D Curve Editor (E01: introduction and concepts)
In this series well be creating a 2d bézier curve editor. This first episode introduces some of the basic concepts.
Support the creation of more gamedev tutorials:
https://www.patreon.com/SebastianLague [Unity] 2D Curve Editor (E01: introduction and concepts)](https://i.ytimg.com/vi/RF04Fi9OCPc/mqdefault.jpg)


![[Unity 2017] Placing Objects with Physics
In this video we look at using the new Physics.Simulate() function in Unity2017 to place objects on a terrain.
Source: https://github.com/SebLague/Object-Placement-with-Physics
Support the creation of more gamedev tutorials:
https://www.patreon.com/SebastianLague [Unity 2017] Placing Objects with Physics](https://i.ytimg.com/vi/SnhfcdtGM2E/mqdefault.jpg)




![[C#] Delegates and Events (E02: events)
This episode shows how delegates can be used to notify other scripts when something happens. It also explains the event keyword, as well as Actions and Funcs.
Watch the previous episode here:
https://www.youtube.com/watch?v=G5R4C8BLEOc
If youd like to translate this video, you can do so here: http://www.youtube.com/timedtext_video?ref=share&v=TdiN18PR4zk
If youd like to support these videos, you can make a recurring monthly donation (cancellable at any time) through Patreon: https://www.patreon.com/SebastianLague
Or a once-off donation through PayPal:
http://bit.ly/SupportGamedevTutorials [C#] Delegates and Events (E02: events)](https://i.ytimg.com/vi/TdiN18PR4zk/mqdefault.jpg)
