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Building Quality Shaders for Unity® = Using Shader Graphs and HLSL Shaders /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Building Quality Shaders for Unity®/ by Daniel Ilett.
Reminder of title:
Using Shader Graphs and HLSL Shaders /
Author:
Ilett, Daniel.
Description:
XX, 734 p. 272 illus., 251 illus. in color.online resource. :
Contained By:
Springer Nature eBook
Subject:
Computer games—Programming. -
Online resource:
https://doi.org/10.1007/978-1-4842-8652-4
ISBN:
9781484286524
Building Quality Shaders for Unity® = Using Shader Graphs and HLSL Shaders /
Ilett, Daniel.
Building Quality Shaders for Unity®
Using Shader Graphs and HLSL Shaders /[electronic resource] :by Daniel Ilett. - 1st ed. 2022. - XX, 734 p. 272 illus., 251 illus. in color.online resource.
Chapter 1: Introduction to Shaders in Unity -- Chapter 2: Maths for Shader Development -- Chapter 3: Your Very First Shader -- Chapter 4: Shader Graph -- Chapter 5: Textures, UV Coordinates & Normal Mapping -- Chapter 6: Transparency -- Chapter 7: The Depth Buffer -- Chapter 8: Transparency and Alpha -- Chapter 9: More Shader Fundamentals -- Chapter 10: Lighting and Shadows -- Chapter 11: Image Effects and Post Processing -- Chapter 12: Advanced Shaders -- Chapter 13: Profiling and Optimization -- Chapter 14: Shader Recipes for Your Games.
Understand what shaders are and what they’re used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph. This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots. By the end of this book, you will have a good understanding of the shader development pipeline and you will be fully equipped to start making your own aesthetic and performant shader effects for your own games! You Will Learn To • Use shaders across Unity’s rendering pipelines • Write shaders and modify their behavior with C# scripting • Use Shader Graph for codeless development • Understand the important math behind shaders, particularly space transformations • Profile the performance of shaders to identify optimization targets.
ISBN: 9781484286524
Standard No.: 10.1007/978-1-4842-8652-4doiSubjects--Topical Terms:
1256819
Computer games—Programming.
LC Class. No.: QA76.76.C672
Dewey Class. No.: 794.815
Building Quality Shaders for Unity® = Using Shader Graphs and HLSL Shaders /
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Chapter 1: Introduction to Shaders in Unity -- Chapter 2: Maths for Shader Development -- Chapter 3: Your Very First Shader -- Chapter 4: Shader Graph -- Chapter 5: Textures, UV Coordinates & Normal Mapping -- Chapter 6: Transparency -- Chapter 7: The Depth Buffer -- Chapter 8: Transparency and Alpha -- Chapter 9: More Shader Fundamentals -- Chapter 10: Lighting and Shadows -- Chapter 11: Image Effects and Post Processing -- Chapter 12: Advanced Shaders -- Chapter 13: Profiling and Optimization -- Chapter 14: Shader Recipes for Your Games.
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Understand what shaders are and what they’re used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph. This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots. By the end of this book, you will have a good understanding of the shader development pipeline and you will be fully equipped to start making your own aesthetic and performant shader effects for your own games! You Will Learn To • Use shaders across Unity’s rendering pipelines • Write shaders and modify their behavior with C# scripting • Use Shader Graph for codeless development • Understand the important math behind shaders, particularly space transformations • Profile the performance of shaders to identify optimization targets.
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