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Physically Based Shader Development for Unity 2017

Physically Based Shader Development for Unity 2017

Claudia Doppioslash

95,38 €
IVA incluido
Disponible
Editorial:
Springer Nature B.V.
Año de edición:
2017
Materia
Programación informática/desarrollo de software
ISBN:
9781484233085
95,38 €
IVA incluido
Disponible

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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 shadingTake almost full control of the shader subsystemDiscover what you can achieve with that controlImplement a custom physically based lighting system and examine the logic behind every choiceWho 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.

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