ENGLISH

The Unity Shaders Bible: A linear explanation of shaders from beginner to advanced. Improve your game graphics with Unity and become a professional technical artist.

Book information

Publisher
Independently published
Year
2022
ISBN
9798833189849
Language
english
Format
PDF
Filesize
46 MB (47737739 bytes)
Edition
0.1.2
Pages
381\373
Time added
2022-08-01 04:26:13

Description

The Unity Shaders Bible The definitive book to learn shaders in Unity.Introduction to the shader programming language.Lighting, shadow, and surface.Compute Shader, Ray Tracing, and Sphere Tracing. Learn shaders in Unity, starting with the basics and finishing with advanced concepts. The book includes a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader Graph. +370 informative pages on shader programming. From beginner to advanced linearly, starting with basic concepts (e.g. unlit shader) and ending with advanced ones (e.g. compute shader). Clear and direct. You will be able to find the differences and similarities between Built-in, Universal and High Definition Render Pipeline. Real-life examples. All the examples in this book could be applied to production-stage projects. Chapter 1: Introduction to the shader programming language.It covers previous knowledge (normals, vertices, tangents, and more).Shows the structure of a shader in ShaderLab, Cg, and HLSL language.Analogy between properties and global variables.SubShader and commands (ColorMask, Stencil, Blending and more).Intrinsic functions (step, smoothstep, ceil, floor and more).Matrices and much more.Chapter 2: Lighting, shadow and surface.We will review a simple lighting model.Look at the normal map and its implementation.Ambient, diffuse, specular and environmental reflection.Lighting and shadow analysis.Standard Surface shader, inputs and outputs.Shader Graph and much more.Chapter 3: Compute Shader, Ray Tracing y Sphere Tracing.It covers advanced concepts (threads, ray cast, GPGPU, and more).The structure of a Compute Shader and buffer variables.Compute Shader semantics (SV_DispatchThreadID, SV_Group, and more).Kernel explanation.Implicit surfaces and smooth minimum explanation.Ray Tracing rendering configuration and more. Preface. I. Topics we will see in this book. II. Recommendations. III. Who this book is for. IV. Glossary. V. Errata. VI. Assets and donations. VII. Piracy. Initial observations. 1.0.1. | Properties of a polygonal object. 1.0.2. | Vertices. 1.0.3. | Normals. 1.0.4. | Tangents. 1.0.5. | UV coordinates. 1.0.6. | Vertex color. 1.0.7. | Render pipeline architecture. 1.0.8. | Application Stage. 1.0.9. | Geometry processing phase. 1.1.0. | Rasterization stage. 1.1.1. | Pixel processing stage. 1.1.2. | Types of render pipeline. 1.1.3. | Forward rendering. 1.1.4. | Deferred shading. 1.1.5. | What rendering engine should I use? 1.1.6. | Matrices and coordinates systems. Shaders in Unity. 2.0.1. | What is a shader? 2.0.2. | Introduction to the programming language. 2.0.3. | Shader types. 2.0.4. | Standard surface shader. 2.0.5. | Unlit shader. 2.0.6. | Image effect shader. 2.0.7. | Compute shader. 2.0.8. | Ray tracing shader. Properties, commands and functions. 3.0.1. | Structure of a vertex / fragment shader. 3.0.2. | ShaderLab shader. 3.0.3. | ShaderLab properties. 3.0.4. | Number and slider properties. 3.0.5. | Color and vector properties. 3.0.6. | Texture properties. 3.0.7. | Material property drawer. 3.0.8. | MPD Toggle. 3.0.9. | MPD KeywordEnum. 3.1.0. | MPD Enum. 3.1.1. | MPD PowerSlider and IntRange. 3.1.2. | MPD Space and Header. 3.1.3. | ShaderLab SubShader. 3.1.4. | ShaderLab Tags. 3.1.5. | Queue Tags. 3.1.6. | Render Type Tags. 3.1.7. | SubShader Blending. 3.1.8. | SubShader AlphaToMask. 3.1.9. | SubShader ColorMask. 3.2.0. | SubShader Culling and Depth Testing. 3.2.1. | ShaderLab Cull. 3.2.2. | ShaderLab ZWrite. 3.2.3. | ShaderLab ZTest. 3.2.4. | ShaderLab Stencil. 3.2.5. | ShaderLab Pass. 3.2.6. | CGPROGRAM / ENDCG. 3.2.7. | Data Types. 3.2.8. | Cg / HLSL Pragmas. 3.2.9. | Cg / HLSL Include. 3.3.0. | CG / HLSL vertex input & vertex output. 3.3.1. | Cg / HLSL variables and connection vectors. 3.3.2. | Cg / HLSL vertex shader stage. 3.3.3. | Cg / HLSL fragment shader stage. 3.3.4. | ShaderLab Fallback. Implementation and other concepts. 4.0.1. | Analogy between a shader and a material. 4.0.2. | Our first shader in Cg or HLSL. 4.0.3. | Adding transparency in Cg or HLSL. 4.0.4. | Structure of a function in HLSL. 4.0.5. | Debugging a shader. 4.0.6. | Adding URP compatibility. 4.0.7. | Intrinsic functions. 4.0.8. | Abs function. 4.0.9. | Ceil function. 4.1.0. | Clamp function. 4.1.1. | Sin and Cos function. 4.1.2. | Tan function. 4.1.3. | Exp, Exp2 and Pow function. 4.1.4. | Floor function. 4.1.5. | Step and Smoothstep function. 4.1.6. | Length function. 4.1.7. | Frac function. 4.1.8. | Lerp function. 4.1.9. | Min and Max function. 4.2.0. | Timing and animation. 5.0.1. | Configuring inputs and outputs. 5.0.2. | Vectors. 5.0.3. | Dot product. 5.0.4. | Cross product. Surface. 6.0.1. | Normal Maps. 6.0.2. | DXT compression. 6.0.3. | TBN Matrix. Lighting. 7.0.1. | Lighting model. 7.0.2. | Ambient color. 7.0.3. | Diffuse reflection. 7.0.4. | Specular reflection. 7.0.5. | Environmental reflection. 7.0.6. | Fresnel effect. 7.0.7. | Structure of a Standard Surface shader. 7.0.8. | Standard Surface input & output. Shadow. 8.0.1. | Shadow mapping. 8.0.2. | Shadow caster. 8.0.3. | Shadow map texture. 8.0.4. | Shadow Implementation. 8.0.5. | Built-in RP shadow map optimization. 8.0.6. | Universal RP Shadow Mapping. Shader Graph. 9.0.1. | Introduction to Shader Graph. 9.0.2. | Starting in Shader Graph. 9.0.3. | Analyzing its interface. 9.0.4. | Our first shader in Shader Graph. 9.0.5. | Graph Inspector. 9.0.6. | Nodes. 9.0.7. | Custom Functions. 10.0.1 | Compute shader structure. 10.0.2 | Our first Compute shader. 10.0.3 | UV coordinates and texture. 10.0.4 | Buffers. Sphere Tracing. 11.0.1 | Implementing functions with Sphere Tracing. 11.0.2 | Projecting a texture. 11.0.3 | Smooth minimum between two surfaces. Ray Tracing. 12.0.1 | Configuring Ray Tracing in HDRP. 12.0.2 | Using Ray Tracing in our scene. Index Special Thanks

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