Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems
暫譯: Unity 2017 物理基礎著色器開發:自訂照明系統的開發

Claudia Doppioslash

  • 出版商: Apress
  • 出版日期: 2017-12-06
  • 定價: $2,260
  • 售價: 8.0$1,808
  • 語言: 英文
  • 頁數: 260
  • 裝訂: Paperback
  • ISBN: 1484233085
  • ISBN-13: 9781484233085
  • 相關分類: 遊戲引擎 Game-engine
  • 立即出貨 (庫存 < 3)

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商品描述

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.
 
What You Will Learn   
  • Master shader programming 
  • Gain all you need to know about physically based shading
  • Take almost full control of the shader subsystem
  • Discover what you can achieve with that control
  • Implement a custom physically based lighting system and examine the logic behind every choice
Who This Book Is For  
Most game developers (both indie and AA) that use Unity and technical artists who are responsible for the final look of a game.

商品描述(中文翻譯)

從最新的渲染技術發展中獲益,這些技術目前僅在 Siggraph 的論文和演講中被提及,任何使用 Unity 的開發者或技術藝術家都可以利用這些技術。本書首先介紹著色器編程的一般運作方式,不同平台(OpenGL、Vulkan 和 DirectX)的共同原則,以及 Unity 使用的著色語言:Cg、GLSL 和 ShaderLab。

《Unity 2017 的物理基礎著色器開發》討論了藝術選擇,呈現各種技術(如半透明和次表面散射)和 BRDF(Oren-Nayar、Cook-Torrance 和 Ashikhmin-Shirley),以及它們的用途。最後,您將了解通過開發近似值來優化代碼的重要性,這些近似值能達到相似的最終結果,但計算成本更低。

在您學習的過程結束時,您將能夠開發出您遊戲或 Unity 渲染的動畫短片的外觀,使其看起來既獨特又令人印象深刻,這要歸功於您自己定制的照明系統。

您將學到的內容:

- 精通著色器編程
- 獲得有關物理基礎著色的所有知識
- 幾乎完全控制著色器子系統
- 發現您可以通過這種控制實現的成果
- 實現自定義的物理基礎照明系統,並檢查每個選擇背後的邏輯

本書適合對象:

大多數使用 Unity 的遊戲開發者(包括獨立和 AA 開發者)以及負責遊戲最終外觀的技術藝術家。