Using Shader Graphs and HLSL Shaders
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Daniel Ilett is an ambitious and motivated PhD student at the University of Warwick. He is a passionate game developer, specialising in shaders and technical art. He publishes a range of educational and tutorial content, including videos and written work, aimed at beginners and intermediate developers. He also does freelance work on shaders and visual effects for games.
Chapter 1: Introduction to Shaders in UnitySub-topics:* Brief overview of shader fundamentals* Unity's built-in pipeline* URP (Universal Render Pipeline)* HDRP (High Definition Render Pipeline) Chapter 2: Maths for Shader DevelopmentSub-topics:* Vectors in 2D and 3D* Dot product, cross product, and other vector operations* Matrices* Multiplication, transpose, inverse, and common matrix operations* Important spaces in computer graphics* Homogeneous coordinate systems* Transformation between spaces Chapter 3: Your Very First ShaderSub-topics:* The shader pipeline, and data flow* ShaderLab, SubShaders and Fallbacks* Shader Tags* The appdata struct: Input to the vertex shader* The vertex shader* The v2f struct: Data passed between the vertex and fragment shader* The fragment shader Chapter 4: Shader GraphSub-topics:* The argument for node-based editors* The vertex and fragment stages* Shader nodes & properties* Your first Shader Graph Chapter 5: Textures, UV Coordinates & Normal MappingSub-topics:* What is texture mapping?* What are UV coordinates?* Scaling, rotating and offsetting UVs* Sampler states* Normal mapping & tangent space Chapter 6: TransparencySub-topics:* Transparency vs opacity* Alpha-blended transparency* Sorting* Screen-door ("dithered") transparency Chapter 7: The Depth Buffer* What is the depth buffer?* Depth-testing and culling* Depth-based shader effects Chapter 8: More Shader FundamentalsSub-topics:* Shader keywords and variants* Single- and multi-pass shaders* GrabPass and UsePass* Unity's standard shader libraries Chapter 9: Lighting & ShadowsSub-topics:* Lighting theory: Diffuse, specular, ambient, and Fresnel light* Phong shading* Physically based rendering* Shadow casting Chapter 10: Image Effects & Post ProcessingSub-topics:* Post Processing in the Built-in pipeline, URP and HDRP* Convolution kernels, Gaussian blur and multi-pass effects.* Edge detection with a Sobel kernel* Better edge detection using the depth texture and normal texture Chapter 11: Advanced ShadersSub-topics:* Geometry shaders: adding or modifying vertices* Tessellation shaders: subdividing a mesh* Building an LOD system with tessellation shaders* Compute shaders: arbitrary computation on the GPU Chapter 12: Profiling & OptimizationSub-topics:* The Unity Profiler and Frame Debugger* Branching in shaders* Avoiding overdraw* Multi-material objects* Batching Chapter 13: Shader Recipes For Your GamesSub-topics:* World-space reconstruction in post processing shaders* Custom lighting: cel-shading (toon shading)* Vertex displacement - realistic water (Gerstner waves)* Refraction by modifying the framebuffer* Interactive snow layers (modifying the height of a mesh based on gameplay actions)* Holograms using emissive colour* Using Voronoi noise to make marble