My Account Log in

1 option

Physically Based Shader Development for Unity 2017 : Develop Custom Lighting Systems / by Claudia Doppioslash.

O'Reilly Online Learning: Academic/Public Library Edition Available online

View online
Format:
Book
Author/Creator:
Doppioslash., Author.
Contributor:
Claudia..
Language:
English
Subjects (All):
Unity (Electronic resource).
Computer games—Programming.
Computer programming.
Computer graphics.
Game Development.
Programming Techniques.
Computer Graphics.
Local Subjects:
Game Development.
Programming Techniques.
Computer Graphics.
Physical Description:
1 online resource (XXIII, 232 p. 113 illus., 75 illus. in color.)
Edition:
1版. 2018.
Place of Publication:
Berkeley, CA : Apress : Imprint: Apress, 2018.
System Details:
Mode of access: World Wide Web.
text file
Summary:
Benefit from the latest rendering tech developments, currently covered only in papers and talks from Siggraph, in a way any developer or technical artist using Unity can take advantage of. This book starts by introducing how shader programming works in general, the common principles of different platforms (OpenGL, Vulkan, and DirectX), and the shading languages Unity uses: Cg, GLSL, and ShaderLab. Physically Based Shader Development for Unity 2017 discusses artistic choices, presenting various techniques (such as translucency and subsurface scattering) and BRDFs (Oren-Nayar, Cook-Torrance, and Ashikhmin-Shirley), and what they can be used for. Finally you’ll cover the importance of optimizing your code by developing approximations, which achieve similar end results, but are computationally cheaper. By the end of your journey you’ll be able to develop the look of your game or Unity-rendered animated short so that it looks both unique and impressively realistic, thanks to your own custom lighting system. You will: Master shader programming Gain all you need to know about physically based shading Take almost full control of the shader subsystem Discover what you can achieve with that control Implement a custom physically based lighting system and examine the logic behind every choice.
Contents:
Chapter 1: How Shader Development Works
Chapter 2: Your first Unity Shader
Chapter 3: Your first Lighting Unity shader
Chapter 4: What is Physically Based Shading?
Chapter 5: Your first Physically Based Shader
Chapter 6: Your first Image Effect
Chapter 7: HDR, Tone Mapping and Color Grading
Chapter 8: The Ethology of BRDFs
Chapter 9: The Implementation of BRDFs
Chapter 10: Approximate your BRDFs
Chapter 11: How the Standard Shader works
Chapter 12: The Unity Standard Shader Subsystems, and What They Can Do for You
Chapter 13: Hooking into the Unity Shader Subsystems
Chapter 14: Reflections and Cube Maps
Chapter 15: Making Shaders Artists Will Use
Chapter 16: Code Complexity and Ubershaders
Chapter 17: When Shading Goes Wrong, Check The Models
Chapter 18: Resources to Keep Up with the Bleeding Edge, and How to Read Them.
Notes:
Includes index.
Includes bibliographical references and index.
ISBN:
9781484233092
1484233093
OCLC:
1153396994

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

Find

Home Release notes

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Find catalog Using Articles+ Using your account