Doppioslash | Physically Based Shader Development for Unity 2017 | E-Book | www.sack.de
E-Book

E-Book, Englisch, 232 Seiten

Doppioslash Physically Based Shader Development for Unity 2017

Develop Custom Lighting Systems
1. ed
ISBN: 978-1-4842-3309-2
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark

Develop Custom Lighting Systems

E-Book, Englisch, 232 Seiten

ISBN: 978-1-4842-3309-2
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark



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.

What You Will Learn   
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
Who This Book Is For  
Most game developers (both indie and AA) that use Unity and technical artists who are responsible for the final look of a game.

A Game Developer, Functional Programmer, and Speaker at various programming conferences, Claudia Doppioslash writes about Graphics Programming in Unity and in Rust and about Functional Programming. She's been programming for many years now: starting from mobile development for iOS and Android, she went on to Game Development, spending most of her time developing custom shader lighting systems for Unity. Now she's applying Functional Programming to the front-end, with Elm, Purescript and Haskell. She is a moderately Smug Lisp Weenie, and she hasn't given up making Functional Programming useful for Game Development yet.

Doppioslash Physically Based Shader Development for Unity 2017 jetzt bestellen!

Autoren/Hrsg.




Ihre Fragen, Wünsche oder Anmerkungen
Vorname*
Nachname*
Ihre E-Mail-Adresse*
Kundennr.
Ihre Nachricht*
Lediglich mit * gekennzeichnete Felder sind Pflichtfelder.
Wenn Sie die im Kontaktformular eingegebenen Daten durch Klick auf den nachfolgenden Button übersenden, erklären Sie sich damit einverstanden, dass wir Ihr Angaben für die Beantwortung Ihrer Anfrage verwenden. Selbstverständlich werden Ihre Daten vertraulich behandelt und nicht an Dritte weitergegeben. Sie können der Verwendung Ihrer Daten jederzeit widersprechen. Das Datenhandling bei Sack Fachmedien erklären wir Ihnen in unserer Datenschutzerklärung.