Cargando…

Unity 2018 Shaders and Effects Cookbook : Transform Your Game into a Visually Stunning Masterpiece with over 70 Recipes, 3rd Edition.

Shaders have always been seen as notoriously difficult to understand and implement in games. Complex math have always stood in the way of attaining realism in games. This book shows you everything you need to know about vectors, constructing lighting with them, and using textures to create complex e...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Zucconi, Alan
Otros Autores: P. Doran, John
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing Ltd, 2018.
Edición:3rd ed.
Temas:
Acceso en línea:Texto completo

MARC

LEADER 00000cam a2200000Mi 4500
001 EBOOKCENTRAL_on1044931605
003 OCoLC
005 20240329122006.0
006 m o d
007 cr |n|---|||||
008 180721s2018 enk o 000 0 eng d
040 |a EBLCP  |b eng  |e pn  |c EBLCP  |d MERUC  |d NLE  |d CHVBK  |d OCLCO  |d OCLCQ  |d OCLCO  |d LVT  |d OCLCF  |d OCLCA  |d C6I  |d OCLCQ  |d UX1  |d K6U  |d OCLCO  |d OCLCQ  |d OCLCA  |d OCLCO  |d OCLCA  |d OCLCL 
019 |a 1175631821 
020 |a 9781788390958 
020 |a 1788390954 
020 |a 9781788396233 
020 |a 1788396235  |q (Trade Paper) 
024 3 |a 9781788396233 
029 1 |a AU@  |b 000066233718 
029 1 |a CHNEW  |b 001023896 
029 1 |a CHVBK  |b 530323524 
035 |a (OCoLC)1044931605  |z (OCoLC)1175631821 
037 |a B08825  |b 01201872 
050 4 |a QA76.76.C672  |b .D673 2018 
082 0 4 |a 794.815133 
049 |a UAMI 
100 1 |a Zucconi, Alan. 
245 1 0 |a Unity 2018 Shaders and Effects Cookbook :  |b Transform Your Game into a Visually Stunning Masterpiece with over 70 Recipes, 3rd Edition. 
250 |a 3rd ed. 
260 |a Birmingham :  |b Packt Publishing Ltd,  |c 2018. 
300 |a 1 online resource (384 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
588 0 |a Print version record. 
505 0 |a Cover; Title Page; Copyrights and Credits; PacktPub.com; Contributors; Table of Contents; Preface; Chapter 1: Post Processing Stack; Introduction; Installing the Post Processing Stack; Getting ready; How to do it ... ; Getting a filmic look using grain, vignetting, and depth of field; Getting ready; How to do it ... ; How it works ... ; Mimicking real life with bloom and anti-aliasing; Getting ready; How to do it ... ; How it works ... ; Setting mood with color grading; Getting ready; How to do it ... ; Creating a horror game look with fog; Getting ready; How to do it ... ; How it works ... 
505 8 |a Chapter 2: Creating Your First ShaderIntroduction; Creating a basic Standard Shader; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Adding properties to a shader; Getting ready; How to do it ... ; How it works ... ; See also; Using properties in a Surface Shader; How to do it ... ; How it works ... ; There's more ... ; See also; Chapter 3: Surface Shaders and Texture Mapping; Introduction; Diffuse shading; Getting ready; How to do it ... ; How it works ... ; Accessing and modifying packed arrays; How to do it ... ; There's more ... ; See also; Adding a texture to a shader; Getting ready. 
505 8 |a How to do it ... How it works ... ; There's more ... ; See also; Scrolling textures by modifying UV values; Getting ready; How to do it ... ; How it works ... ; Creating a shader with normal mapping; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Creating a transparent material; Getting ready; How to do it ... ; How it works ... ; Creating a Holographic Shader; Getting ready; How to do it ... ; How it works ... ; There's more ... ; See also; Packing and blending textures; Getting ready; How to do it ... ; How it works ... ; Creating a circle around your terrain; Getting ready; How to do it ... 
505 8 |a Moving the circleHow it works ... ; Chapter 4: Understanding Lighting Models; Introduction; Creating a custom diffuse lighting model; Getting ready; How to do it ... ; How it works ... ; Creating a toon shader; Getting ready; How to do it ... ; How it works ... ; There's more ... ; Creating a Phong Specular type; Getting ready; How to do it ... ; How it works ... ; Creating a BlinnPhong Specular type; Getting ready; How to do it ... ; How it works ... ; See also; Creating an Anisotropic Specular type; Getting ready; How to do it ... ; How it works ... ; Chapter 5: Physically-Based Rendering; Introduction. 
505 8 |a Understanding the metallic setupGetting ready; How to do it ... ; How it works ... ; See also; Adding transparency to PBR; Getting ready; How to do it ... ; Semi-transparent materials; Fading objects; Solid geometries with holes; See also; Creating mirrors and reflective surfaces; Getting ready; How to do it ... ; How it works ... ; See also; Baking lights in your scene; Getting ready; How to do it ... ; Configuring the static geometry; Configuring the light probes; Baking the lights; How it works ... ; See also; Chapter 6: Vertex Functions; Introduction; Accessing a vertex color in a Surface Shader. 
500 |a Getting ready. 
520 |a Shaders have always been seen as notoriously difficult to understand and implement in games. Complex math have always stood in the way of attaining realism in games. This book shows you everything you need to know about vectors, constructing lighting with them, and using textures to create complex effects without the heavy math. 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
630 0 0 |a Unity (Electronic resource) 
630 0 7 |a Unity (Electronic resource)  |2 fast 
650 0 |a Video games  |x Design. 
650 0 |a Computer graphics. 
650 6 |a Jeux vidéo  |x Conception. 
650 6 |a Infographie. 
650 7 |a computer graphics.  |2 aat 
650 7 |a Games development & programming.  |2 bicssc 
650 7 |a Graphical & digital media applications.  |2 bicssc 
650 7 |a Programming & scripting languages: general.  |2 bicssc 
650 7 |a Computers  |x Computer Graphics.  |2 bisacsh 
650 7 |a Computers  |x Programming  |x Games.  |2 bisacsh 
650 7 |a Computers  |x Programming Languages  |x C#.  |2 bisacsh 
650 7 |a Computer games  |x Design  |2 fast 
650 7 |a Computer graphics  |2 fast 
700 1 |a P. Doran, John. 
758 |i has work:  |a Unity 2018 shaders and effects cookbook (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCFVc8g8gTMwjwvbBxxFjbq  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |a Zucconi, Alan.  |t Unity 2018 Shaders and Effects Cookbook : Transform Your Game into a Visually Stunning Masterpiece with over 70 Recipes, 3rd Edition.  |d Birmingham : Packt Publishing Ltd, ©2018  |z 9781788396233 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=5446047  |z Texto completo 
938 |a EBL - Ebook Library  |b EBLB  |n EBL5446047 
994 |a 92  |b IZTAP