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Minggu, 25 November 2012

Free Ebook Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems, by Claudia Doppioslash

Free Ebook Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems, by Claudia Doppioslash

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Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems, by Claudia Doppioslash

Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems, by Claudia Doppioslash


Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems, by Claudia Doppioslash


Free Ebook Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems, by Claudia Doppioslash

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Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems, by Claudia Doppioslash

From the Back Cover

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.Physically Based Shader Development for Unity 2017 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.You will:Master shader programming Gain all you need to know about physically based shadingTake almost full control of the shader subsystemDiscover what you can achieve with that controlImplement a custom physically based lighting system and examine the logic behind every choice

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About the Author

A Game Developer, Functional Programmer, and Speaker at various programming conferences, Claudia Doppioslash writes about Graphics Programming in Unity and in Rust and about Functional Programming. She’s been programming for many years now: starting from mobile development for iOS and Android, she went on to Game Development, spending most of her time developing custom shader lighting systems for Unity. Now she’s applying Functional Programming to the front-end, with Elm, Purescript and Haskell. She is a moderately Smug Lisp Weenie, and she hasn’t given up making Functional Programming useful for Game Development yet.

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Product details

Paperback: 260 pages

Publisher: Apress; 1st ed. edition (December 6, 2017)

Language: English

ISBN-10: 1484233085

ISBN-13: 978-1484233085

Product Dimensions:

7 x 0.6 x 10 inches

Shipping Weight: 1.1 pounds (View shipping rates and policies)

Average Customer Review:

4.3 out of 5 stars

3 customer reviews

Amazon Best Sellers Rank:

#1,286,535 in Books (See Top 100 in Books)

This is an excellent book! I've spent the last year or so trying to learn more about the Rendering Pipeline and Shader Programming, but the only information that I could find was kind of piecemeal, outdated and spread out over many, many sources. I was amazed to see that this book collects all of that information into a single place and the author does a great job of explaining otherwise very jargon heavy concepts. If you're looking to get into Shader Programming, this is definitely the best book that I've come across on the subject and it's the most recent book published that I've been able to find as well.

good book.

I just started reading the book (Kindle), but notice many figures are in black and white. This is unacceptable for a book that explains light and colour, please provide an update. Besides this, the amount of information this book want to bring seems amazing, very nice effort.

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Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems, by Claudia Doppioslash PDF