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...

Πλήρης περιγραφή

Λεπτομέρειες βιβλιογραφικής εγγραφής
Κύριος συγγραφέας: Doppioslash, Claudia (Συγγραφέας, http://id.loc.gov/vocabulary/relators/aut)
Συγγραφή απο Οργανισμό/Αρχή: SpringerLink (Online service)
Μορφή: Ηλεκτρονική πηγή Ηλ. βιβλίο
Γλώσσα:English
Έκδοση: Berkeley, CA : Apress : Imprint: Apress, 2018.
Έκδοση:1st ed. 2018.
Θέματα:
Διαθέσιμο Online:Full Text via HEAL-Link
LEADER 04091nam a2200481 4500
001 978-1-4842-3309-2
003 DE-He213
005 20191220125823.0
007 cr nn 008mamaa
008 171206s2018 xxu| s |||| 0|eng d
020 |a 9781484233092  |9 978-1-4842-3309-2 
024 7 |a 10.1007/978-1-4842-3309-2  |2 doi 
040 |d GrThAP 
050 4 |a QA76.76.C672 
072 7 |a UMK  |2 bicssc 
072 7 |a COM012040  |2 bisacsh 
072 7 |a UMK  |2 thema 
082 0 4 |a 794.815  |2 23 
100 1 |a Doppioslash, Claudia.  |e author.  |4 aut  |4 http://id.loc.gov/vocabulary/relators/aut 
245 1 0 |a Physically Based Shader Development for Unity 2017  |h [electronic resource] :  |b Develop Custom Lighting Systems /  |c by Claudia Doppioslash. 
250 |a 1st ed. 2018. 
264 1 |a Berkeley, CA :  |b Apress :  |b Imprint: Apress,  |c 2018. 
300 |a XXIII, 232 p. 113 illus., 75 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
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. 
650 0 |a Computer games-Programming. 
650 0 |a Computer programming. 
650 0 |a Computer graphics. 
650 1 4 |a Game Development.  |0 http://scigraph.springernature.com/things/product-market-codes/I29040 
650 2 4 |a Programming Techniques.  |0 http://scigraph.springernature.com/things/product-market-codes/I14010 
650 2 4 |a Computer Graphics.  |0 http://scigraph.springernature.com/things/product-market-codes/I22013 
710 2 |a SpringerLink (Online service) 
773 0 |t Springer eBooks 
776 0 8 |i Printed edition:  |z 9781484233085 
776 0 8 |i Printed edition:  |z 9781484233108 
776 0 8 |i Printed edition:  |z 9781484246313 
856 4 0 |u https://doi.org/10.1007/978-1-4842-3309-2  |z Full Text via HEAL-Link 
912 |a ZDB-2-CWD 
950 |a Professional and Applied Computing (Springer-12059)