Claudia Doppioslash Doppioslash Physically Based Shader Development for Unity 2017

Physically Based Shader Development for Unity 2017

von Claudia Doppioslash

Develop Custom Lighting Systems

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Beschreibung

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:


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   
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.
The first book about physically based shading for real-time rendering; most of the information can only be found in academic papers and Siggraph talks Unravels the best way to use shaders Shows how to interface with the Unity shader subsystem

Autor*in

Claudia Doppioslash

Themen in »Physically Based Shader Development for Unity 2017«

pbs physical based shader opengl directx vulkan game of thrones Oren-Nayar Cook-Torrance Ashikhmin-Shirley ShaderLab GLSL BRDFs

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Details

ISBN: 9781484233092
Verlag: APRESS
Erscheinung: 06.12.2017

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