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Kenny Lammers

Unity Shaders and Effects Cookbook

In DetailSince their introduction to Unity, Shaders have been notoriously difficult to understand and implement in games: complex mathematics have always stood in the way of creating your own Shaders and attaining that level of realism you crave. Transform your game into a highly polished, refined product with Unity's post-processing effects.
“Unity Shaders and Effects Cookbook” is the first of its kind to bring you the secrets of creating Shaders for Unity3D – guiding you through the process of understanding vectors, how lighting is constructed with them, and also how textures are used to create complex effects without the heavy math.
Starting with essential lighting and finishing up by creating stunning Screen Effects alike those in high quality 3D and mobile games. Discover techniques including Normal mapping, Image based lighting, and how to animate your models inside of a Shader. Explore the secrets behind some of the most powerful Shaders including skin and hair! With “Unity Shaders and Effects Cookbook” what seems like a dark art today will be second nature by tomorrow.
ApproachUnity Effects and Shader Cookbook is written in a Cookbook style, teaching you to create stunning Shaders and effects through step-by-step, illustrated examples.
Who this book is forUnity Effects and Shader Cookbook is written for developers wanting to create your first Shaders in Unity3D, or who wish to take their game to a whole new level with effects. No previous Shader writing experience is necessary to use this book, though a solid understanding of Unity is required.
620 afgedrukte pagina’s
Jaar van uitgave
2013
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Citaten

  • Timur Ahmetovciteerde uit8 jaar geleden
    Half Lambert was a technique created by Valve as a way of getting the lighting to show the surface of an object in low-light areas. It basically brightens up the diffuse lighting of the Material and wraps the diffuse light around an object's surface.
  • Timur Ahmetovciteerde uit8 jaar geleden
    How it works…
    Unity has made the task of getting your Shader environment up and running, very easy for you. It is simply a matter of a few clicks and you are good to go. There are a lot of elements working in the background, with regard to the Surface Shader itself. Unity has taken the Cg Shader language and made it more efficient to write, by doing a lot of the heavy Cg code lifting for you. The Surface Shader language is a more component-based way of writing Shaders. Tasks such as processing your own texture coordinates and transformation matrices have already been done for you, so you don't have to start from scratch any more. In the past, we would have to start a new Shader and rewrite a lot of code over and over again. As you gain more experience with Surface Shaders, you will naturally want to explore more of the underlying functions of the Cg language and how Unity is processing all of the low-level graphics processing unit (GPU) tasks for you.

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