Authors:
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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Front Matter
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Introduction to Shaders In Unity
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Front Matter
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Shader Development Advice
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Front Matter
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About this book
- 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
Keywords
- pbs
- physical based shader
- opengl
- directx
- vulkan
- game of thrones
- Oren-Nayar
- Cook-Torrance
- Ashikhmin-Shirley
- ShaderLab
- GLSL
- BRDFs
Authors and Affiliations
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Liverpool, United Kingdom
Claudia Doppioslash
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, Professional and Applied Computing (R0), Apress Access Books
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