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...

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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
Πίνακας περιεχομένων:
  • 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.