Physically based shader development ...
Doppioslash, Claudia.

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  • Physically based shader development for Unity 2017 = Develop Custom Lighting Systems /
  • Record Type: Electronic resources : Monograph/item
    Title/Author: Physically based shader development for Unity 2017/ by Claudia Doppioslash.
    Reminder of title: Develop Custom Lighting Systems /
    Author: Doppioslash, Claudia.
    Published: Berkeley, CA :Apress : : 2018.,
    Description: xxiii, 232 p. :ill., digital ;24 cm.
    [NT 15003449]: Chapter 1: How Shader Development Works -- Chapter 2: Your first Unity Shader -- Chapter 3: Your first Lighting Unity shader -- Chapter 4: What is Physically Based Shading? -- Chapter 5: Your first Physically Based Shader -- Chapter 6: Your first Image Effect -- Chapter 7: HDR, Tone Mapping and Color Grading -- Chapter 8: The Ethology of BRDFs -- Chapter 9: The Implementation of BRDFs -- Chapter 10: Approximate your BRDFs -- Chapter 11: How the Standard Shader works -- Chapter 12: The Unity Standard Shader Subsystems, and What They Can Do for You -- Chapter 13: Hooking into the Unity Shader Subsystems -- Chapter 14: Reflections and Cube Maps -- Chapter 15: Making Shaders Artists Will Use -- Chapter 16: Code Complexity and Ubershaders -- Chapter 17: When Shading Goes Wrong, Check The Models -- Chapter 18: Resources to Keep Up with the Bleeding Edge, and How to Read Them.
    Contained By: Springer eBooks
    Subject: Computer games - Design. -
    Online resource: http://dx.doi.org/10.1007/978-1-4842-3309-2
    ISBN: 9781484233092
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