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COPY LINK: https://isbooktoday.com/yum/B0B4L6VQNF ********************************************* BOOK SYNOPSIS: The Unity Shaders BibleThe definitive book to learn shaders in Unity.Introduction to the shader programming language.Lighting, shadow, and surface.Compute Shader, Ray Tracing, and Sphere Tracing.Learn shaders in Unity, starting with the basics and finishing with advanced concepts.The book includes a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader Graph.+370 infor
COPY LINK: https://isbooktoday.com/yum/B0B4L6VQNF
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BOOK SYNOPSIS:
The Unity Shaders BibleThe definitive book to learn shaders in Unity.Introduction to the shader programming language.Lighting, shadow, and surface.Compute Shader, Ray Tracing, and Sphere Tracing.Learn shaders in Unity, starting with the basics and finishing with advanced concepts.The book includes a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader Graph.+370 infor
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The Unity Shaders Bible: A linear explanation of shaders from
beginner to advanced. Improve your game graphics with Unity and
become a professional technical artist.
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The Unity Shaders BibleThe definitive book to learn shaders in Unity.Introduction to the shader
programming language.Lighting, shadow, and surface.Compute Shader, Ray Tracing, and Sphere
Tracing.Learn shaders in Unity, starting with the basics and finishing with advanced concepts.The
book includes a detailed explanation of languages like Cg, HLSL, ShaderLab, and Shader
Graph.+370 informative pages on shader programming.From beginner to advanced linearly,
starting with basic concepts (e.g. unlit shader) and ending with advanced ones (e.g. compute
shader).Clear and direct.You will be able to find the differences and similarities between Built-in,
Universal and High Definition Render Pipeline.Real-life examples. All the examples in this book
could be applied to production-stage projects.Chapter 1: Introduction to the shader programming
language.It covers previous knowledge (normals, vertices, tangents, and more).Shows the
structure of a shader in ShaderLab, Cg, and HLSL language.Analogy between properties and
global variables.SubShader and commands (ColorMask, Stencil, Blending and more).Intrinsic
functions (step, smoothstep, ceil, floor and more).Matrices and much more.Chapter 2: Lighting,
shadow and surface.We will review a simple lighting model.Look at the normal map and its
implementation.Ambient, diffuse, specular and environmental reflection.Lighting and shadow
analysis.Standard Surface shader, inputs and outputs.Shader Graph and much more.Chapter 3:
Compute Shader, Ray Tracing y Sphere Tracing.It covers advanced concepts (threads, ray cast,
GPGPU, and more).The structure of a Compute Shader and buffer variables.Compute Shader
semantics (SV_DispatchThreadID, SV_Group, and more).Kernel explanation.Implicit surfaces and
smooth minimum explanation.Ray Tracing rendering configuration and more.