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Beschreibung
Understand what shaders are and what they're used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph.
This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots.
By the end of this book, you will have a good understanding of the shader development pipeline and you will be fully equipped to start making your own aesthetic and performant shader effects for your own games!You Will Learn To¿ Use shaders across Unity's rendering pipelines¿ Write shaders and modify their behavior with C# scripting¿ Use Shader Graph for codeless development¿ Understand the important math behind shaders, particularly space transformations¿ Profile the performance of shaders to identify optimization targets
This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots.
By the end of this book, you will have a good understanding of the shader development pipeline and you will be fully equipped to start making your own aesthetic and performant shader effects for your own games!You Will Learn To¿ Use shaders across Unity's rendering pipelines¿ Write shaders and modify their behavior with C# scripting¿ Use Shader Graph for codeless development¿ Understand the important math behind shaders, particularly space transformations¿ Profile the performance of shaders to identify optimization targets
Understand what shaders are and what they're used for: Shaders are often seen as mystical and difficult to develop, even by skilled programmers, artists, and developers from other game design disciplines. This book dispels that idea by building up your shader knowledge in stages, starting with fundamental shader mathematics and how shader development mindset differs from other types of art and programming, and slowly delves into topics such as vertex and fragment shaders, lighting, depth-based effects, texture mapping, and Shader Graph.
This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots.
By the end of this book, you will have a good understanding of the shader development pipeline and you will be fully equipped to start making your own aesthetic and performant shader effects for your own games!You Will Learn To¿ Use shaders across Unity's rendering pipelines¿ Write shaders and modify their behavior with C# scripting¿ Use Shader Graph for codeless development¿ Understand the important math behind shaders, particularly space transformations¿ Profile the performance of shaders to identify optimization targets
This book presents each of these topics with a comprehensive breakdown, the required theory, and some practical applications for the techniques learned during each chapter. The HLSL (High Level Shading Language) code and Shader Graphs will be provided for each relevant section, as well as plenty of screenshots.
By the end of this book, you will have a good understanding of the shader development pipeline and you will be fully equipped to start making your own aesthetic and performant shader effects for your own games!You Will Learn To¿ Use shaders across Unity's rendering pipelines¿ Write shaders and modify their behavior with C# scripting¿ Use Shader Graph for codeless development¿ Understand the important math behind shaders, particularly space transformations¿ Profile the performance of shaders to identify optimization targets
Über den Autor
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.
Zusammenfassung
Dive deep into Shader Graph, one of Unity's newest and biggest features
Understand the vector and matrix maths required for writing shaders
Review shaders across Unity's different render pipelines
Inhaltsverzeichnis
Chapter 1: Introduction to Shaders in Unity.- Chapter 2: Maths for Shader Development.- Chapter 3: Your Very First Shader.- Chapter 4: Shader Graph.- Chapter 5: Textures, UV Coordinates & Normal Mapping.- Chapter 6: Transparency.- Chapter 7: The Depth Buffer.- Chapter 8: Transparency and Alpha.- Chapter 9: More Shader Fundamentals.- Chapter 10: Lighting and Shadows.- Chapter 11: Image Effects and Post Processing.- Chapter 12: Advanced Shaders.- Chapter 13: Profiling and Optimization.- Chapter 14: Shader Recipes for Your Games.
Details
Erscheinungsjahr: | 2022 |
---|---|
Fachbereich: | Programmiersprachen |
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: |
xx
734 S. 21 s/w Illustr. 251 farbige Illustr. 734 p. 272 illus. 251 illus. in color. |
ISBN-13: | 9781484286517 |
ISBN-10: | 1484286510 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Ilett, Daniel |
Hersteller: | APRESS |
Verantwortliche Person für die EU: | APress in Springer Science + Business Media, Heidelberger Platz 3, D-14197 Berlin, juergen.hartmann@springer.com |
Maße: | 254 x 178 x 40 mm |
Von/Mit: | Daniel Ilett |
Erscheinungsdatum: | 18.10.2022 |
Gewicht: | 1,395 kg |
Über den Autor
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.
Zusammenfassung
Dive deep into Shader Graph, one of Unity's newest and biggest features
Understand the vector and matrix maths required for writing shaders
Review shaders across Unity's different render pipelines
Inhaltsverzeichnis
Chapter 1: Introduction to Shaders in Unity.- Chapter 2: Maths for Shader Development.- Chapter 3: Your Very First Shader.- Chapter 4: Shader Graph.- Chapter 5: Textures, UV Coordinates & Normal Mapping.- Chapter 6: Transparency.- Chapter 7: The Depth Buffer.- Chapter 8: Transparency and Alpha.- Chapter 9: More Shader Fundamentals.- Chapter 10: Lighting and Shadows.- Chapter 11: Image Effects and Post Processing.- Chapter 12: Advanced Shaders.- Chapter 13: Profiling and Optimization.- Chapter 14: Shader Recipes for Your Games.
Details
Erscheinungsjahr: | 2022 |
---|---|
Fachbereich: | Programmiersprachen |
Genre: | Importe, Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: |
xx
734 S. 21 s/w Illustr. 251 farbige Illustr. 734 p. 272 illus. 251 illus. in color. |
ISBN-13: | 9781484286517 |
ISBN-10: | 1484286510 |
Sprache: | Englisch |
Einband: | Kartoniert / Broschiert |
Autor: | Ilett, Daniel |
Hersteller: | APRESS |
Verantwortliche Person für die EU: | APress in Springer Science + Business Media, Heidelberger Platz 3, D-14197 Berlin, juergen.hartmann@springer.com |
Maße: | 254 x 178 x 40 mm |
Von/Mit: | Daniel Ilett |
Erscheinungsdatum: | 18.10.2022 |
Gewicht: | 1,395 kg |
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