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Building Quality Shaders for Unit

Building Quality Shaders for Unity(r): Using Shader Graphs and Hlsl Shaders (Paperback)

Daniel Ilett (지은이)
Apress
129,180원

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Building Quality Shaders for Unit
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책 정보

· 제목 : Building Quality Shaders for Unity(r): Using Shader Graphs and Hlsl Shaders (Paperback) 
· 분류 : 외국도서 > 컴퓨터 > 프로그래밍 > 게임
· ISBN : 9781484286517
· 쪽수 : 734쪽
· 출판일 : 2022-10-18

목차

Chapter 1: Introduction to Shaders in Unity

Sub-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 Development
Sub-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 Shader
Sub-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 Graph
Sub-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 Mapping
Sub-topics:
? What is texture mapping?
? What are UV coordinates?
? Scaling, rotating and offsetting UVs
? Sampler states
? Normal mapping & tangent space

Chapter 6: Transparency
Sub-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 Fundamentals
Sub-topics:
? Shader keywords and variants
? Single- and multi-pass shaders
? GrabPass and UsePass
? Unity’s standard shader libraries

Chapter 9: Lighting & Shadows
Sub-topics:
? Lighting theory: Diffuse, specular, ambient, and Fresnel light
? Phong shading
? Physically based rendering
? Shadow casting

Chapter 10: Image Effects & Post Processing
Sub-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 Shaders
Sub-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 & Optimization
Sub-topics:
? The Unity Profiler and Frame Debugger
? Branching in shaders
? Avoiding overdraw
? Multi-material objects
? Batching

Chapter 13: Shader Recipes For Your Games
Sub-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

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