Unity 2018 Shaders and Effects Cookbook - Third Edition
John P. Doran, Alan Zucconi
- 出版商: Packt Publishing
- 出版日期: 2018-06-29
- 定價: $1,980
- 售價: 6.0 折 $1,188
- 語言: 英文
- 頁數: 392
- 裝訂: Paperback
- ISBN: 1788396235
- ISBN-13: 9781788396233
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相關分類:
遊戲引擎 Game-engine
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其他版本:
Unity 2021 Shaders and Effects Cookbook : Over 50 recipes to help you transform your game into a visually stunning masterpiece, 4/e (Paperback)
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相關主題
商品描述
Bring realism to your games by mastering post-processing effects and advanced shading techniques in Unity 2018
Key Features
- Learn the secrets of creating AAA quality shaders without writing long algorithms
- Master shader programming through easy-to-follow examples
- Create stunning visual effects that can be used in 3D games
Book Description
Since their introduction to Unity, shaders have been seen as notoriously difficult to understand and implement in games. Complex mathematics has always stood in the way of creating your own shaders and attaining the level of realism you crave.
Unity 2018 Shaders and Effects Cookbook changes that by giving you a recipe-based guide to creating shaders using Unity. It will show you everything you need to know about vectors, how lighting is constructed with them, and how textures are used to create complex effects without the heavy math.
This book starts by teaching you how to use shaders without writing code with the post-processing stack. Then, you'll learn how to write shaders from scratch, build up essential lighting, and finish by creating stunning screen effects just like those in high-quality 3D and mobile games. You'll discover techniques, such as normal mapping, image-based lighting, and animating your models inside a shader. We'll explore how to use physically based rendering to treat light the way it behaves in the real world. At the end, we'll even look at Unity 2018's new Shader Graph system.
With this book, what seems like a dark art today will be second nature by tomorrow.
What you will learn
- Understand physically based rendering to fit the aesthetic of your game
- Write shaders from scratch in ShaderLab and HLSL/Cg
- Combine shader programming with interactive scripts to add life to your materials
- Design efficient shaders for mobile platforms without sacrificing their realism
- Use state-of-the-art techniques, such as volumetric explosions and fur shading
- Master the math and algorithms behind the most used lighting models
- Understand how shader models have evolved and how you can create your own
Who This Book Is For
Unity Shaders and Effects Cookbook is for developers who want to create their first shaders in Unity 2018 or wish to take their game to a whole new level by adding professional post-processing effects. A solid understanding of Unity is required to get the most from this book.
Table of Contents
- Post Processing Stack
- Creating your First Shader
- Surface Shaders and Texture Mapping
- Understanding Lighting Models
- Physically Based Rendering
- Vertex Functions
- Fragment Shaders and Grab Passes
- Mobile Shader Adjustments
- Screen Effects with Unity Render Textures
- GAMEPLAY AND SCREEN EFFECTS
- ADVANCED SHADING TECHNIQUES
- Shader Graph
商品描述(中文翻譯)
在Unity 2018中,通過掌握後期處理效果和高級著色技術,為您的遊戲帶來真實感。
主要特點:
- 學習創建AAA級質量的著色器的秘訣,無需編寫冗長的算法
- 通過易於理解的示例掌握著色器編程
- 創建可用於3D遊戲的令人驚嘆的視覺效果
書籍描述:
自從引入Unity以來,著色器一直被視為難以理解和實現的。複雜的數學一直阻礙著創建自己的著色器和實現您渴望的逼真水平。
《Unity 2018著色器和效果食譜》通過提供基於配方的指南來改變這一情況,幫助您使用Unity創建著色器。它將向您展示有關向量的一切知識,以及如何使用它們構建照明,以及如何使用紋理創建複雜效果而無需繁重的數學計算。
本書首先教您如何在不編寫代碼的情況下使用後期處理堆棧。然後,您將學習如何從頭開始編寫著色器,建立基本照明,最後創建令人驚嘆的屏幕效果,就像高質量的3D和移動遊戲中的效果一樣。您將探索技術,例如法線映射,基於圖像的照明以及在著色器內部為模型添加動畫。我們將探討如何使用基於物理的渲染來模擬現實世界中的光線行為。最後,我們還將介紹Unity 2018的新Shader Graph系統。
通過本書,今天看似神秘的技術將在明天變得熟悉自然。
您將學到什麼:
- 理解基於物理的渲染,以符合遊戲的美學
- 在ShaderLab和HLSL/Cg中從頭開始編寫著色器
- 將著色器編程與交互式腳本結合,為材質增添生命力
- 設計適用於移動平台的高效著色器,同時不損失逼真感
- 使用最先進的技術,例如體積爆炸和毛皮著色
- 掌握最常用照明模型背後的數學和算法
- 理解著色器模型的演變以及如何創建自己的模型
本書適合對Unity有扎實理解的開發人員,他們希望在Unity 2018中創建自己的第一個著色器,或者通過添加專業的後期處理效果將遊戲提升到全新的水平。
目錄:
1. 後期處理堆棧
2. 創建您的第一個著色器
3. 表面著色器和紋理映射
4. 理解照明模型
5. 基於物理的渲染
6. 頂點函數
7. 片段著色器和Grab Pass
8. 移動平台著色器調整
9. 使用Unity渲染紋理的屏幕效果
10. 遊戲和屏幕效果
11. 高級著色技術
12. Shader Graph