Overview
- 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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Table of contents (18 chapters)
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Introduction to Shaders In Unity
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Physically Based Shading
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Shader Development Advice
Keywords
About this book
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.
Authors and Affiliations
About the author
Bibliographic Information
Book Title: Physically Based Shader Development for Unity 2017
Book Subtitle: Develop Custom Lighting Systems
Authors: Claudia Doppioslash
DOI: https://doi.org/10.1007/978-1-4842-3309-2
Publisher: Apress Berkeley, CA
eBook Packages: Professional and Applied Computing, Apress Access Books, Professional and Applied Computing (R0)
Copyright Information: Claudia Doppioslash 2018
Softcover ISBN: 978-1-4842-3308-5Published: 06 December 2017
eBook ISBN: 978-1-4842-3309-2Published: 06 December 2017
Edition Number: 1
Number of Pages: XXIII, 232
Number of Illustrations: 38 b/w illustrations, 75 illustrations in colour
Topics: Game Development, Programming Techniques, Computer Graphics