Physically Based Shader Development for Unity 2017 Physically Based Shader Development for Unity 2017

Physically Based Shader Development for Unity 2017

Develop Custom Lighting Systems

    • US$59.99
    • US$59.99

출판사 설명

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

장르
컴퓨터 및 인터넷
출시일
2017년
12월 6일
언어
EN
영어
길이
255
페이지
출판사
Apress
판매자
Springer Nature B.V.
크기
4.9
MB
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