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...
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
New York :
Apress,
[2018]
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Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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.