ENGLISH

Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems

Book information

Publisher
Apress
Year
2018
ISBN
978-1-4842-3308-5, 978-1-4842-3309-2
Language
english
Format
PDF
Filesize
8 MB (8332742 bytes)
Edition
1
Pages
XXIII, 232\242
Time added
2018-02-03 11:00:00

Description

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. Front Matter ....Pages i-xxiii Front Matter ....Pages 1-1 How Shader Development Works (Claudia Doppioslash)....Pages 3-16 Your First Unity Shader (Claudia Doppioslash)....Pages 17-32 The Graphics Pipeline (Claudia Doppioslash)....Pages 33-42 Transforming Coordinate Spaces (Claudia Doppioslash)....Pages 43-50 Your First Unity Lighting Shader (Claudia Doppioslash)....Pages 51-64 Specular Implementation (Claudia Doppioslash)....Pages 65-75 Surface Shaders (Claudia Doppioslash)....Pages 77-95 Front Matter ....Pages 97-97 What Is Physically Based Shading? (Claudia Doppioslash)....Pages 99-113 Making a Shader Physically Based (Claudia Doppioslash)....Pages 115-120 Post-Processing Effects (Claudia Doppioslash)....Pages 121-135 BRDFs Who’s Who (Claudia Doppioslash)....Pages 137-154 Implementing a BRDF (Claudia Doppioslash)....Pages 155-175 Hooking Into the Standard Shader (Claudia Doppioslash)....Pages 177-193 Implementing Advanced Techniques (Claudia Doppioslash)....Pages 195-203 Front Matter ....Pages 205-205 Making Shaders Artists Will Use (Claudia Doppioslash)....Pages 207-212 Complexity and Ubershaders (Claudia Doppioslash)....Pages 213-216 When Shading Goes Wrong (Claudia Doppioslash)....Pages 217-224 Keeping Up with the Industry (Claudia Doppioslash)....Pages 225-228 Back Matter ....Pages 229-232

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