Physically Based Shader Development for Unity 2017

Develop Custom Lighting Systems

Authors: Doppioslash, Claudia

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  • 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
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Buy this book

eBook 29,99 €
price for Spain (gross)
  • ISBN 978-1-4842-3309-2
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Softcover 39,51 €
price for Spain (gross)
  • ISBN 978-1-4842-3308-5
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
  • The final prices may differ from the prices shown due to specifics of VAT rules
About this book

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.

About the authors

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.

Table of contents (18 chapters)

  • How Shader Development Works

    Doppioslash, Claudia

    Pages 3-16

    Preview Buy Chapter 30,19 €
  • Your First Unity Shader

    Doppioslash, Claudia

    Pages 17-32

    Preview Buy Chapter 30,19 €
  • The Graphics Pipeline

    Doppioslash, Claudia

    Pages 33-42

    Preview Buy Chapter 30,19 €
  • Transforming Coordinate Spaces

    Doppioslash, Claudia

    Pages 43-50

    Preview Buy Chapter 30,19 €
  • Your First Unity Lighting Shader

    Doppioslash, Claudia

    Pages 51-64

    Preview Buy Chapter 30,19 €

Buy this book

eBook 29,99 €
price for Spain (gross)
  • ISBN 978-1-4842-3309-2
  • Digitally watermarked, DRM-free
  • Included format: EPUB, PDF
  • ebooks can be used on all reading devices
  • Immediate eBook download after purchase
Softcover 39,51 €
price for Spain (gross)
  • ISBN 978-1-4842-3308-5
  • Free shipping for individuals worldwide
  • Usually dispatched within 3 to 5 business days.
  • The final prices may differ from the prices shown due to specifics of VAT rules

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Bibliographic Information

Bibliographic Information
Book Title
Physically Based Shader Development for Unity 2017
Book Subtitle
Develop Custom Lighting Systems
Authors
Copyright
2018
Publisher
Apress
Copyright Holder
Claudia Doppioslash
eBook ISBN
978-1-4842-3309-2
DOI
10.1007/978-1-4842-3309-2
Softcover ISBN
978-1-4842-3308-5
Edition Number
1
Number of Pages
XXIII, 232
Number of Illustrations and Tables
38 b/w illustrations, 75 illustrations in colour
Topics