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Physically Based Shader Development for Unity 2017

Develop Custom Lighting Systems

Produktform: E-Buch Text Elektronisches Buch in proprietärem

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. 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. Most game developers (both indie and AA) that use Unity and technical artists who are responsible for the final look of a game.weiterlesen

Elektronisches Format: PDF

Sprache(n): Englisch

ISBN: 978-1-4842-3309-2 / 978-1484233092 / 9781484233092

Verlag: APRESS

Erscheinungsdatum: 06.12.2017

Seiten: 232

Autor(en): Claudia Doppioslash

79,99 € inkl. MwSt.
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