Physically Based Shader Development for Unity 2017: Develop Custom Lighting Systems

Claudia Doppioslash

  • 出版商: Apress
  • 出版日期: 2017-12-06
  • 定價: $2,260
  • 售價: 9.0$2,034
  • 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Siggraph的論文和演講中,開發者和使用Unity的技術藝術家可以受益於最新的渲染技術發展。本書首先介紹了著色器編程的一般工作原理,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的基於物理的著色器開發》討論了藝術選擇,介紹了各種技術(如半透明和次表面散射)和BRDF(Oren-Nayar、Cook-Torrance和Ashikhmin-Shirley),以及它們的應用。最後,您將學習到通過開發近似方法來優化代碼的重要性,這些方法可以實現相似的結果,但計算成本更低。

通過本書的學習,您將能夠開發出獨特且令人印象深刻的逼真遊戲或Unity渲染的動畫短片,並擁有自己的自定義照明系統。

本書的學習重點包括:
- 掌握著色器編程
- 瞭解基於物理的著色的所有必要知識
- 幾乎完全掌握著色器子系統
- 發現您可以通過這種控制實現的效果
- 實現自定義的基於物理的照明系統,並研究每個選擇背後的邏輯

本書適合大多數使用Unity的遊戲開發者(獨立開發者和AA級開發者)以及負責遊戲最終外觀的技術藝術家。