Language:
English
繁體中文
Help
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Physically Based Shader Development ...
~
Doppioslash, Claudia.
Physically Based Shader Development for Unity 2017 = Develop Custom Lighting Systems /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Physically Based Shader Development for Unity 2017/ by Claudia Doppioslash.
Reminder of title:
Develop Custom Lighting Systems /
Author:
Doppioslash, Claudia.
Description:
XXIII, 232 p. 113 illus., 75 illus. in color.online resource. :
Contained By:
Springer Nature eBook
Subject:
Computer games—Programming. -
Online resource:
https://doi.org/10.1007/978-1-4842-3309-2
ISBN:
9781484233092
Physically Based Shader Development for Unity 2017 = Develop Custom Lighting Systems /
Doppioslash, Claudia.
Physically Based Shader Development for Unity 2017
Develop Custom Lighting Systems /[electronic resource] :by Claudia Doppioslash. - 1st ed. 2018. - XXIII, 232 p. 113 illus., 75 illus. in color.online resource.
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.
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.
ISBN: 9781484233092
Standard No.: 10.1007/978-1-4842-3309-2doiSubjects--Topical Terms:
1256819
Computer games—Programming.
LC Class. No.: QA76.76.C672
Dewey Class. No.: 794.815
Physically Based Shader Development for Unity 2017 = Develop Custom Lighting Systems /
LDR
:03589nam a22003975i 4500
001
989920
003
DE-He213
005
20200703120158.0
007
cr nn 008mamaa
008
201225s2018 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
035
$a
978-1-4842-3309-2
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
$3
1281707
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.
$3
1256819
650
0
$a
Computer programming.
$3
527822
650
0
$a
Computer graphics.
$3
561602
650
1 4
$a
Game Development.
$3
1114505
650
2 4
$a
Programming Techniques.
$3
669781
650
2 4
$a
Computer Graphics.
$3
669895
710
2
$a
SpringerLink (Online service)
$3
593884
773
0
$t
Springer Nature eBook
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
912
$a
ZDB-2-CWD
912
$a
ZDB-2-SXPC
950
$a
Professional and Applied Computing (SpringerNature-12059)
950
$a
Professional and Applied Computing (R0) (SpringerNature-43716)
based on 0 review(s)
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login