Cargando…

Physically based shader development for Unity 2017 : develop custom lighting systems /

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 pla...

Descripción completa

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Doppioslash, Claudia (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: New York : Apress, [2018]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

LEADER 00000cam a2200000 i 4500
001 OR_on1015215304
003 OCoLC
005 20231017213018.0
006 m o d
007 cr cnu|||unuuu
008 171211s2018 nyua ob 001 0 eng d
040 |a N$T  |b eng  |e rda  |e pn  |c N$T  |d N$T  |d EBLCP  |d GW5XE  |d OCLCF  |d UAB  |d AZU  |d UPM  |d COO  |d OCLCQ  |d OCLCO  |d AUD  |d U3W  |d YDX  |d SNK  |d AU@  |d WYU  |d OCLCQ  |d LVT  |d UKMGB  |d K6U  |d VT2  |d IDB  |d CAUOI  |d D6H  |d MERUC  |d MERER  |d LIV  |d OCLCQ  |d ESU  |d C6I  |d OCLCQ  |d ADU  |d UHL  |d LEATE  |d OCLCQ  |d SFB  |d OCLCQ  |d UMI  |d TOH  |d SRU  |d BRF  |d STF  |d AJS  |d NLW  |d S2H  |d OCLCQ  |d OCLCO  |d COM  |d OCLCQ  |d KSU  |d LUU  |d OCLCQ  |d OCLCA 
066 |c Hani  |c Arab 
015 |a GBB8M4593  |2 bnb 
016 7 |a 019140128  |2 Uk 
019 |a 1015828664  |a 1021200937  |a 1032270885  |a 1048130171  |a 1058426943  |a 1066477790  |a 1066619473  |a 1081214349  |a 1086450351  |a 1110842844  |a 1112886355  |a 1113808617  |a 1122847217  |a 1125754898  |a 1129344063  |a 1136384871  |a 1144270304  |a 1153008860  |a 1153396994  |a 1156181096  |a 1160096234  |a 1162254324  |a 1162759142 
020 |a 9781484233092  |q (electronic bk.) 
020 |a 1484233093  |q (electronic bk.) 
020 |z 9781484233085 
020 |z 1484233085 
020 |a 9781484233108  |q (print) 
020 |a 1484233107 
020 |a 9781484246313  |q (print) 
020 |a 1484246314 
024 7 |a 10.1007/978-1-4842-3309-2  |2 doi 
029 1 |a UKMGB  |b 019140128 
029 1 |a CHVBK  |b 55552051X 
029 1 |a CHNEW  |b 001032954 
029 1 |a AU@  |b 000065066895 
035 |a (OCoLC)1015215304  |z (OCoLC)1015828664  |z (OCoLC)1021200937  |z (OCoLC)1032270885  |z (OCoLC)1048130171  |z (OCoLC)1058426943  |z (OCoLC)1066477790  |z (OCoLC)1066619473  |z (OCoLC)1081214349  |z (OCoLC)1086450351  |z (OCoLC)1110842844  |z (OCoLC)1112886355  |z (OCoLC)1113808617  |z (OCoLC)1122847217  |z (OCoLC)1125754898  |z (OCoLC)1129344063  |z (OCoLC)1136384871  |z (OCoLC)1144270304  |z (OCoLC)1153008860  |z (OCoLC)1153396994  |z (OCoLC)1156181096  |z (OCoLC)1160096234  |z (OCoLC)1162254324  |z (OCoLC)1162759142 
037 |a com.springer.onix.9781484233092  |b Springer Nature 
050 4 |a QA76.76.C672 
072 7 |a COM  |x 013000  |2 bisacsh 
072 7 |a COM  |x 014000  |2 bisacsh 
072 7 |a COM  |x 018000  |2 bisacsh 
072 7 |a COM  |x 067000  |2 bisacsh 
072 7 |a COM  |x 032000  |2 bisacsh 
072 7 |a COM  |x 037000  |2 bisacsh 
072 7 |a COM  |x 052000  |2 bisacsh 
072 7 |a UMK  |2 bicssc 
072 7 |a UMK  |2 thema 
082 0 4 |a 004.167  |2 23 
049 |a UAMI 
100 1 |a Doppioslash, Claudia,  |e author. 
245 1 0 |a Physically based shader development for Unity 2017 :  |b develop custom lighting systems /  |c Claudia Doppioslash. 
264 1 |a New York :  |b Apress,  |c [2018] 
264 4 |c ©2018 
300 |a 1 online resource :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |b PDF 
347 |a text file 
504 |a Includes bibliographical references and index. 
588 0 |a Vendor-supplied metadata. 
505 0 |a 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. 
520 |a 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. 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
630 0 0 |a Unity (Electronic resource) 
630 0 7 |a Unity (Electronic resource)  |2 fast  |0 (OCoLC)fst01795070 
650 0 |a Video games  |x Design. 
650 1 4 |a Computer Science. 
650 2 4 |a Game Development. 
650 2 4 |a Programming Techniques. 
650 2 4 |a Computer Graphics. 
650 6 |a Jeux d'ordinateur  |x Conception. 
650 7 |a Computer programming  |x software development.  |2 bicssc 
650 7 |a Graphics programming.  |2 bicssc 
650 7 |a Games development & programming.  |2 bicssc 
650 7 |a COMPUTERS  |x Computer Literacy.  |2 bisacsh 
650 7 |a COMPUTERS  |x Computer Science.  |2 bisacsh 
650 7 |a COMPUTERS  |x Data Processing.  |2 bisacsh 
650 7 |a COMPUTERS  |x Hardware  |x General.  |2 bisacsh 
650 7 |a COMPUTERS  |x Information Technology.  |2 bisacsh 
650 7 |a COMPUTERS  |x Machine Theory.  |2 bisacsh 
650 7 |a COMPUTERS  |x Reference.  |2 bisacsh 
650 7 |a Computer games  |x Design.  |2 fast  |0 (OCoLC)fst00872112 
776 0 8 |i Printed edition:  |z 9781484233085 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781484233092/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
880 0 |6 505-00/Arab/r  |a Chapter 1:ȯw Shader Development Works -- Chapter 2:ٯur 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. 
880 |6 520-00/Hani  |a 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毲 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 youll 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 youll 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 programmingǡin 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. 
938 |a ProQuest Ebook Central  |b EBLB  |n EBL5183809 
938 |a EBSCOhost  |b EBSC  |n 1651731 
938 |a YBP Library Services  |b YANK  |n 15042020 
994 |a 92  |b IZTAP