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Practical Shader Development - Vertex and Fragment Shaders for Game Developers (Paperback, 1st ed.)
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Practical Shader Development - Vertex and Fragment Shaders for Game Developers (Paperback, 1st ed.)
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It's time to stop thinking that shaders are magical. You can use
shaders to turn data into stunning visual effects, and get your
hands dirty by building your own shader with this step-by-step
introduction to shader development for game and graphics
developers. Learn how to make shaders that move, tint, light up,
and look awesome, all without cracking open a math textbook.
Practical Shader Development teaches the theory behind how shaders
work. The book also shows you how to apply that theory to create
eye-popping visual effects. You'll learn to profile and optimize
those effects to make sure your projects keep running quickly with
all their new visuals. You'll learn good theory, good practices,
and without getting bogged down in the math. Author Kyle Halladay
explains the fundamentals of shader development through simple
examples and hands-on experiments. He teaches you how to find
performance issues in shaders you are using and then how to fix
them. Kyle explains (and contrasts) how to use the knowledge
learned from this book in three of the most popular game engines
today. What You'll Learn Understand what shaders are and how they
work Get up to speed on the nuts and bolts of writing vertex and
fragment shaders Utilize color blending and know how blend
equations work Know the coordinate spaces used when rendering
real-time computer graphics Use simple math to animate characters,
simulate lights, and create a wide variety of visual effects Find
and fix performance problems in shaders See how three popular game
engines (Unity, UE4, Godot) handle shaders Who This Book Is For
Programmers who are interested in writing their own shaders but do
not know where to start, anyone who has ever seen shader code on a
forum and wished they knew how to modify it just a little bit to
fit into their own projects, and game developers who are tired of
using the default shaders found in the game engines they are using.
The book is especially useful for those who have been put off by
existing shader tutorials which introduce complex math and graphics
theory before ever getting something on the screen.
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