Название: The Unity Shaders Bible: A linear explanation of shaders from beginner to advanced Автор: Fabrizio Espíndola Издательство: Jettelly Publishing Год: 2022 (0.1.2. version) Страниц: 373 Язык: английский Формат: pdf (true) Размер: 45.5 MB
One of the biggest problems that video game developers have when they start studying shaders in Unity is that there is little information for beginners on the web. Whether you are an independent developer or focused on AAA projects, it can be a little daunting due to the technical nature of the knowledge necessary to develop these types of programs. Despite this challenge, Unity offers a significant advantage since it is multiplatform. It allows us to write our videogames only once and then export them to different devices, including consoles and smartphones. So, once we start our adventure into the world of shaders, we only need to write our code one time, and the software will take care of compiling it for the different platforms (OpenGL, Metal, Vulkan, Direct3D, GLES 20, GLES 3x).
The Unity Shaders Bible has been created to solve most of our problems when starting in this world. We will begin by reviewing the structure of a shader in the Cg and HLSL languages to get to know its properties, commands, functions, syntax. Did you know that there are three types of Rendering Pipeline in Unity, and each of them has its own qualities? Throughout the book, we will specify each of them, verifying how Unity processes the graphics to project our video games on the computer screen.
The book is divided into three chapters to linearly address the topics to the extent that we need to; however, it is worth mentioning that this book will be subject to structural changes over time to improve the understanding of its content and achieve a good interaction with the reader.
All the code we will see in this book has been tested using the Visual Studio Code editor and checked in Unity for the different types of Render Pipeline.
Contents: Chapter I: Introduction to the shader programming language. Chapter II: Lighting, shadows, and surfaces. Chapter III: Compute shader, ray tracing and Sphere tracing.
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